From 068e1053c0448acd126b3435ed55ec780a557d2c Mon Sep 17 00:00:00 2001 From: Stubbjax Date: Sat, 25 Apr 2026 22:56:16 +1000 Subject: [PATCH 1/5] style: Add missing percent signs to applicable values --- Generals/Data/INI/AudioSettings.ini | 2 +- Generals/Data/INI/Default/Music.ini | 2 +- Generals/Data/INI/Default/SoundEffects.ini | 4 +- Generals/Data/INI/Default/Speech.ini | 2 +- Generals/Data/INI/Mouse.ini | 2 +- Generals/Data/INI/Music.ini | 2 +- Generals/Data/INI/SoundEffects.ini | 1920 +++++++-------- Generals/Data/INI/Speech.ini | 238 +- Generals/Data/INI/Voice.ini | 1570 ++++++------ Generals/Maps/CHI03/map.ini | 6 +- Generals/Maps/CHI04/map.ini | 18 +- Generals/Maps/CHI05/map.ini | 2 +- Generals/Maps/GLA04/map.ini | 16 +- GeneralsZH/Data/INI/AudioSettings.ini | 2 +- GeneralsZH/Data/INI/Default/Music.ini | 2 +- GeneralsZH/Data/INI/Default/SoundEffects.ini | 4 +- GeneralsZH/Data/INI/Default/Speech.ini | 2 +- GeneralsZH/Data/INI/Mouse.ini | 2 +- GeneralsZH/Data/INI/Music.ini | 2 +- GeneralsZH/Data/INI/SoundEffects.ini | 2250 +++++++++--------- GeneralsZH/Data/INI/Speech.ini | 78 +- GeneralsZH/Data/INI/Voice.ini | 1896 +++++++-------- GeneralsZH/Maps/MD_USA03/map.ini | 2 +- GeneralsZH/Maps/MD_USA03_CINE/map.ini | 2 +- 24 files changed, 4013 insertions(+), 4013 deletions(-) diff --git a/Generals/Data/INI/AudioSettings.ini b/Generals/Data/INI/AudioSettings.ini index 97075f1..9abd8e0 100644 --- a/Generals/Data/INI/AudioSettings.ini +++ b/Generals/Data/INI/AudioSettings.ini @@ -19,7 +19,7 @@ AudioSettings TimeBetweenDrawableSounds = 1000 ; How many ms should run between attempts to play ambient drawable sounds? (These get culled fairly frequently, so this should probably happen about 1/sec) TimeToFadeAudio = 2000 ; How many ms should audio take to fade in/out. AudioFootprintInBytes = 4194304 ; 4 MB for now. We could adjust this later. - MinSampleVolume = 2 ; Sounds quieter than this will be clipped out + MinSampleVolume = 2% ; Sounds quieter than this will be clipped out Relative2DVolume = -10% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%. ; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%. diff --git a/Generals/Data/INI/Default/Music.ini b/Generals/Data/INI/Default/Music.ini index 6c0daf0..33a3990 100644 --- a/Generals/Data/INI/Default/Music.ini +++ b/Generals/Data/INI/Default/Music.ini @@ -4,5 +4,5 @@ MusicTrack DefaultMusicTrack Filename = NoFilename ; Filename with extension - Volume = 100.0 ; Music volume + Volume = 100.0% ; Music volume End diff --git a/Generals/Data/INI/Default/SoundEffects.ini b/Generals/Data/INI/Default/SoundEffects.ini index 8e8f730..4d3845a 100644 --- a/Generals/Data/INI/Default/SoundEffects.ini +++ b/Generals/Data/INI/Default/SoundEffects.ini @@ -3,9 +3,9 @@ ; default in case there isn't one for a global sound. AudioEvent DefaultSoundEffect - Volume = 100 + Volume = 100% Priority = HIGH - MinVolume = 40 + MinVolume = 40% Control = RANDOM Limit = 4 MinRange = 175.00 diff --git a/Generals/Data/INI/Default/Speech.ini b/Generals/Data/INI/Default/Speech.ini index 4ed7c36..103fb8d 100644 --- a/Generals/Data/INI/Default/Speech.ini +++ b/Generals/Data/INI/Default/Speech.ini @@ -2,6 +2,6 @@ ; Default Dialog event. DialogEvent DefaultDialog - Volume = 100 + Volume = 100% Type = UI EVERYONE End diff --git a/Generals/Data/INI/Mouse.ini b/Generals/Data/INI/Mouse.ini index b4f75f1..736baba 100644 --- a/Generals/Data/INI/Mouse.ini +++ b/Generals/Data/INI/Mouse.ini @@ -16,7 +16,7 @@ Mouse TooltipShadowColor = R:0 G:0 B:0 A:255 TooltipBorderColor = R:255 G:191 B:0 A:255 TooltipBackgroundColor = R:20 G:20 B:20 A:255 - TooltipWidth = 20 ; in percentage of screen width + TooltipWidth = 20% ; in percentage of screen width UseTooltipAltTextColor = NO ; use player colors for tooltip text? UseTooltipAltBackColor = YES ; use player colors for tooltip backgrounds? AdjustTooltipAltColor = YES ; alter (brighten/darken) player colors for tooltips? diff --git a/Generals/Data/INI/Music.ini b/Generals/Data/INI/Music.ini index 5cd65da..c8a3ace 100644 --- a/Generals/Data/INI/Music.ini +++ b/Generals/Data/INI/Music.ini @@ -20,7 +20,7 @@ End ; MusicTrack Track5 ; Filename = FK-Track01.mp3 -; Volume = 60 +; Volume = 60% ; End diff --git a/Generals/Data/INI/SoundEffects.ini b/Generals/Data/INI/SoundEffects.ini index 826c783..39d44b8 100644 --- a/Generals/Data/INI/SoundEffects.ini +++ b/Generals/Data/INI/SoundEffects.ini @@ -11,7 +11,7 @@ AudioEvent GenericTankMoveLoop Sounds = vgenlo2a vgenlo2b vgenlo2c Attack = vgenlo1a Decay = vgenlo3a - Volume = 40 + Volume = 40% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -22,18 +22,18 @@ AudioEvent Explosion Priority = LOW Limit = 2 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 - LowPassCutoff = 50 + VolumeShift = -20% + Volume = 90% + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End AudioEvent GenericTankGunFire Sounds = vcruweaa vcruweab vcruweac PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 2 - Volume = 90 + Volume = 90% Control = INTERRUPT RANDOM Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -41,7 +41,7 @@ End AudioEvent CarAlarm Sounds = gcaralaa vgendiea vgendieb vgendiec - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -51,8 +51,8 @@ AudioEvent F15MoveLoop ; Attack = vb52lo1a Decay = vb52lo3a Priority = LOW - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 MinRange = 100 MaxRange = 600 @@ -61,7 +61,7 @@ End AudioEvent ParachuteDrop Sounds = sparadra - VolumeShift = -15 + VolumeShift = -15% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -69,8 +69,8 @@ End AudioEvent AirRaidSiren Sounds = gairraid - Volume = 70 - MinVolume = 50 + Volume = 70% + MinVolume = 50% Priority = CRITICAL MinRange = 500 MaxRange = 5000 @@ -79,8 +79,8 @@ End AudioEvent NukeAirRaidSiren Sounds = gairraid - Volume = 85 - MinVolume = 50 + Volume = 85% + MinVolume = 50% Priority = CRITICAL MinRange = 700 MaxRange = 5000 @@ -91,7 +91,7 @@ End AudioEvent GenericMachineGunFire Sounds = iseaatta iseaattb Priority = LOW - Volume = 60 + Volume = 60% ; MinRange = 100 ; MaxRange = 500 PitchShift = -10 10 @@ -104,7 +104,7 @@ AudioEvent HeroUSAKnifeAttack Control = RANDOM Limit = 2 Priority = LOW - Volume = 60 + Volume = 60% ; MinRange = 100 ; MaxRange = 500 PitchShift = -10 10 @@ -115,7 +115,7 @@ AudioEvent BuildingDestroy Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -10 + VolumeShift = -10% PitchShift = -2 2 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -127,8 +127,8 @@ AudioEvent BuildingDamage Control = RANDOM INTERRUPT Limit = 2 PitchShift = -3 3 - VolumeShift = -20 - Volume = 65 + VolumeShift = -20% + Volume = 65% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -139,10 +139,10 @@ AudioEvent ExplosionDirt Priority = LOW Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -2 2 Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -150,7 +150,7 @@ AudioEvent BuildingShatter Sounds = gexpglaa gexpglab Control = RANDOM Priority = NORMAL - VolumeShift = -10 + VolumeShift = -10% PitchShift = -2 2 Type = WORLD SHROUDED EVERYONE End @@ -159,9 +159,9 @@ AudioEvent MolotovCocktailShatter Sounds = gexpmola gexpmolb gexpmolc gexpmold gexpmole gexpmolf Control = INTERRUPT RANDOM Priority = NORMAL - VolumeShift = -10 + VolumeShift = -10% PitchShift = -20 40 - Volume = 35 + Volume = 35% Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -170,13 +170,13 @@ End AudioEvent GUIClick Sounds = umenucla Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIClickDisabled Sounds = umenucle - Volume = 30 + Volume = 30% Priority = HIGH Type = UI PLAYER End @@ -184,63 +184,63 @@ End AudioEvent GUIComboBoxClick Sounds = umenuclb Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIMessageReceived Sounds = umenucld Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIBlip Sounds = umenuclc Priority = HIGH - Volume = 40 + Volume = 40% Type = UI EVERYONE End AudioEvent GUIShawoosh Sounds = ccoloriz - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUITypeText Sounds = utext1a Priority = HIGH - VolumeShift = -10 - Volume = 30 + VolumeShift = -10% + Volume = 30% Type = UI EVERYONE End AudioEvent GUIBlop Sounds = umenucle Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIBlipityBlip Sounds = umenucld Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIStatic Sounds = umenusta Priority = HIGH - Volume = 70 + Volume = 70% Type = UI EVERYONE End AudioEvent GUIBoarderFadeIn Sounds = uboarder Priority = HIGH - Volume = 55 + Volume = 55% Control = INTERRUPT Limit = 1 Type = UI EVERYONE @@ -249,7 +249,7 @@ End AudioEvent GUITransitionFade Sounds = ubutton2 Priority = HIGH - Volume = 45 + Volume = 45% Control = INTERRUPT Limit = 1 Type = UI EVERYONE @@ -259,21 +259,21 @@ AudioEvent GUIButtonsFadeIn Sounds = ubuttons Priority = HIGH Control = INTERRUPT - Volume = 45 + Volume = 45% Limit = 2 Type = UI EVERYONE End AudioEvent GUILogoShrink Sounds = ulogoshr Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUILogoMouseOver Sounds = ulogomou Priority = HIGH - Volume = 55 + Volume = 55% Control = INTERRUPT Limit = 2 Type = UI EVERYONE @@ -282,14 +282,14 @@ End AudioEvent GUILogoSelect Sounds = ulogosel Priority = HIGH - Volume = 40 + Volume = 40% Type = UI EVERYONE End AudioEvent GUISliderBeep Sounds = uslider Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End @@ -297,7 +297,7 @@ AudioEvent GUIScoreScreenPictures Sounds = uscoscra Control = INTERRUPT Priority = HIGH - Volume = 40 + Volume = 40% Limit = 4 Type = WORLD EVERYONE End @@ -305,7 +305,7 @@ End AudioEvent GUIScoreScreenTick Sounds = umenuclc ; uscortic Priority = HIGH - Volume = 40 + Volume = 40% Control = INTERRUPT Limit = 1 Type = WORLD EVERYONE @@ -314,7 +314,7 @@ End AudioEvent GUICommunicatorOpen Sounds = ucomopen Priority = HIGH - Volume = 40 + Volume = 40% Type = UI EVERYONE End @@ -322,42 +322,42 @@ End AudioEvent GUICommunicatorIncoming Sounds = ucommess Priority = HIGH - Volume = 40 + Volume = 40% Type = UI EVERYONE End AudioEvent GUICommandBarClick Sounds = umenuclf ; ucombo Priority = HIGH - Volume = 45 + Volume = 45% Type = UI EVERYONE End AudioEvent GUIGenShortcutClick Sounds = ubutton3 ; ucombo Priority = HIGH - Volume = 55 + Volume = 55% Type = UI EVERYONE End AudioEvent RadarEvent Sounds = Priority = HIGH - Volume = 55 + Volume = 55% Type = UI PLAYER End AudioEvent PlaceBuilding Sounds = gconst1a - Volume = 45 + Volume = 45% Type = WORLD PLAYER Priority = LOW End AudioEvent CarMount Sounds = gcarmoua gcarmoub gcarmouc - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -367,9 +367,9 @@ AudioEvent CarCrush Sounds = gcarcrua Control = INTERRUPT Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -383,7 +383,7 @@ AudioEvent TurretMoveLoop PitchShift = -26 -16 MinRange = 100 MaxRange = 600 - Volume = 10 + Volume = 10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -396,15 +396,15 @@ AudioEvent TurretMoveLoopLoud PitchShift = -70 -50 MinRange = 100 MaxRange = 600 - Volume = 30 + Volume = 30% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent CrushTree Sounds = gtreimpa gtreimpb gtreimpc gtreimpd - Volume = 55 - VolumeShift = -20 + Volume = 55% + VolumeShift = -20% PitchShift = -10 10 ; MinRange = 100.00 ; MaxRange = 250.00 @@ -414,7 +414,7 @@ End AudioEvent FireHydrantBreak Sounds = ghydimpa - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -422,9 +422,9 @@ End AudioEvent GasStationDie Sounds = gexpgasa - Volume = 110 + Volume = 110% Limit = 1 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -433,8 +433,8 @@ End AudioEvent LampPostShear Sounds = glamimpa - Volume = 55 - VolumeShift = -20 + Volume = 55% + VolumeShift = -20% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -442,8 +442,8 @@ End AudioEvent InfantryCrush Sounds = ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -453,9 +453,9 @@ AudioEvent VehicleDebris Sounds = gvehdeba gvehdebb gvehdebc gvehdebd gvehdebe Control = RANDOM Priority = LOWEST - Volume = 40 + Volume = 40% Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -463,9 +463,9 @@ End AudioEvent StreetSignImpact Sounds = gsigimpa Control = INTERRUPT - Volume = 70 + Volume = 70% Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -473,7 +473,7 @@ End AudioEvent EMPPulseWhoosh Sounds = sempexpl - Volume = 110 + Volume = 110% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -482,9 +482,9 @@ End AudioEvent TreeBounce Sounds = gtreboua - Volume = 60 + Volume = 60% Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 250 @@ -494,9 +494,9 @@ End AudioEvent LampPostBounce Sounds = glamboua - Volume = 65 + Volume = 65% Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -505,7 +505,7 @@ End AudioEvent NeutronMissileRelease Sounds = bneutlau Priority = HIGH - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -516,7 +516,7 @@ AudioEvent NapalmMissileMoveLoop Sounds = iroclo2a iroclo2b iroclo2c Attack = iroclo1 Decay = iroclo3 - Volume = 40 + Volume = 40% MinRange = 100 MaxRange = 600 Limit = 2 @@ -530,9 +530,9 @@ AudioEvent FireStormMissileWeapon Control = INTERRUPT RANDOM Priority = LOW Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -540,9 +540,9 @@ End AudioEvent FireStorm Sounds = gfiresta Priority = HIGH - Volume = 105 + Volume = 105% Limit = 1 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -550,9 +550,9 @@ End AudioEvent BlackNapalmFireStorm Sounds = gfiresta Priority = HIGH - Volume = 105 + Volume = 105% Limit = 1 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -562,11 +562,11 @@ AudioEvent ExplosionBarrel Sounds = gexpbara gexpbarb gexpbarc gexpbard gexpbare gexpbarf Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -20 20 - Volume = 100 + Volume = 100% Priority = LOW - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -574,11 +574,11 @@ AudioEvent CINE_ExplosionBarrel01 Sounds = gbridama gbridamb gexpdirb Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -20 20 - Volume = 100 + Volume = 100% Priority = LOW - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -586,17 +586,17 @@ AudioEvent CINE_ExplosionBarrel02 Sounds = gbridama gexpcard gexpglab Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -20 20 - Volume = 100 + Volume = 100% Priority = LOW - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End AudioEvent PoliceCarDie Sounds = vcopdia - Volume = 60 + Volume = 60% Limit = 2 ; MinRange = 100 ; MaxRange = 400 @@ -607,8 +607,8 @@ AudioEvent GarrisonEnter Sounds = ggarenta ggarentb ggarentc Control = RANDOM PitchShift = -10 10 - Volume = 70 - VolumeShift = -20 + Volume = 70% + VolumeShift = -20% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -617,40 +617,40 @@ AudioEvent GarrisonExit Sounds = ggarexia ggarexib ggarexic Control = RANDOM PitchShift = -10 10 - VolumeShift = -20 - Volume = 80 + VolumeShift = -20% + Volume = 80% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent EnterPOWTruck Sounds = ggarenta - Volume = 80 - VolumeShift = -20 + Volume = 80% + VolumeShift = -20% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent ExitPOWTruck Sounds = ggarexia - VolumeShift = -20 - Volume = 80 + VolumeShift = -20% + Volume = 80% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent EnterPrison Sounds = ggarenta - Volume = 80 - VolumeShift = -20 + Volume = 80% + VolumeShift = -20% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent ExitPrison Sounds = ggarexia - VolumeShift = -20 - Volume = 80 + VolumeShift = -20% + Volume = 80% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -658,7 +658,7 @@ End AudioEvent RallyPointSet Sounds = uralset1 Priority = HIGH - Volume = 60 + Volume = 60% Type = WORLD PLAYER End @@ -666,14 +666,14 @@ AudioEvent UnableToSetRallyPoint Sounds = uralsetn ; MinRange = 200 ; MaxRange = 500 - MinVolume = 70 + MinVolume = 70% Priority = HIGH Type = WORLD PLAYER End AudioEvent NoCanDoSound Sounds = uralsetn - MinVolume = 30 + MinVolume = 30% Priority = HIGH Type = UI PLAYER End @@ -681,7 +681,7 @@ End AudioEvent NoCanPurchase Sounds = uralsetn - MinVolume = 30 + MinVolume = 30% Priority = HIGH Type = UI PLAYER End @@ -695,9 +695,9 @@ AudioEvent RangerCombatDropKillSound Control = RANDOM Priority = LOW PitchShift = -1 1 - VolumeShift = -15 + VolumeShift = -15% Limit = 4 - Volume = 75 ; 55 test + Volume = 75% ; 55 test MinRange = 400 MaxRange = 800 Type = WORLD EVERYONE @@ -709,9 +709,9 @@ AudioEvent RangerWeapon Control = RANDOM Priority = NORMAL PitchShift = -1 1 - VolumeShift = -15 + VolumeShift = -15% Limit = 3 - Volume = 75 ; 55 test + Volume = 75% ; 55 test ; MinRange = 200 ; MaxRange = 800 Type = WORLD SHROUDED EVERYONE @@ -721,8 +721,8 @@ AudioEvent CrusaderTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -733,8 +733,8 @@ AudioEvent CrusaderTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -15 - Volume = 60 + VolumeShift = -15% + Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -742,10 +742,10 @@ End AudioEvent CrusaderTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM - Volume = 55 + Volume = 55% PitchShift = -2 2 Delay = 0 1000 - VolumeShift = -10 + VolumeShift = -10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -754,8 +754,8 @@ AudioEvent MilitiaTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -766,8 +766,8 @@ AudioEvent MilitiaTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 50 + VolumeShift = -10% + Volume = 50% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -775,10 +775,10 @@ End AudioEvent MilitiaTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM - Volume = 55 + Volume = 55% PitchShift = -2 2 Delay = 0 1000 - VolumeShift = -10 + VolumeShift = -10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -789,8 +789,8 @@ AudioEvent BattleDroneMoveStart Priority = LOW Delay = 0 800 PitchShift = -10 10 - VolumeShift = -10 - Volume = 50 + VolumeShift = -10% + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -800,9 +800,9 @@ AudioEvent BattleDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 55 + Volume = 55% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -811,9 +811,9 @@ AudioEvent BattleDroneDie Sounds = vdrodiea vdrodieb vdrodiec Control = RANDOM Limit = 3 - Volume = 75 + Volume = 75% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -823,8 +823,8 @@ AudioEvent ScoutDroneMoveStart Priority = LOW Delay = 0 800 PitchShift = -2 2 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -834,9 +834,9 @@ AudioEvent ScoutDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 65 + Volume = 65% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -845,9 +845,9 @@ AudioEvent ScoutDroneDie Sounds = vdr2diea vdr2dieb vdr2diec Control = RANDOM Limit = 3 - Volume = 75 + Volume = 75% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -857,9 +857,9 @@ AudioEvent SpyDroneCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 75 + Volume = 75% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD PLAYER End @@ -870,8 +870,8 @@ AudioEvent TomahawkMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -20 - Volume = 55 + VolumeShift = -20% + Volume = 55% Type = WORLD SHROUDED EVERYONE End @@ -880,8 +880,8 @@ AudioEvent MedicMoveStart Priority = LOW Delay = 0 800 PitchShift = -10 10 - VolumeShift = -10 - Volume = 50 + VolumeShift = -10% + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -890,8 +890,8 @@ AudioEvent DozerUSAMoveStart Delay = 0 800 Priority = LOW PitchShift = -10 10 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -901,8 +901,8 @@ AudioEvent NukeCannonMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -913,8 +913,8 @@ AudioEvent OverlordTankMoveStart Priority = LOW Limit = 3 PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -924,8 +924,8 @@ AudioEvent InfernoCannonMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -935,8 +935,8 @@ AudioEvent DragonTankWeaponLoop Attack = vdralo1a Decay = vdralo3a PitchShift = -10 0 - VolumeShift = -15 - Volume = 50 + VolumeShift = -15% + Volume = 50% MinRange = 100 MaxRange = 600 Limit = 2 @@ -951,8 +951,8 @@ AudioEvent DragonTankMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Type = WORLD SHROUDED EVERYONE End @@ -961,8 +961,8 @@ AudioEvent TroopCrawlerMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -15 - Volume = 70 + VolumeShift = -15% + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -972,8 +972,8 @@ AudioEvent ScudLauncherMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -981,7 +981,7 @@ AudioEvent BattleMasterTankMoveStart Sounds = vbmastaa vbmastab vbmastac vbmastad vbmastae PitchShift = -10 0 Delay = 0 800 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -990,8 +990,8 @@ AudioEvent BattlemasterTankWeapon Sounds = vbatweaa vbatweab Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -20 - Volume = 105 + VolumeShift = -20% + Volume = 105% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1003,8 +1003,8 @@ AudioEvent PaladinTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -1014,8 +1014,8 @@ AudioEvent PaladinTankWeapon Sounds = vpalweaa vpalweab vpalweac Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -20 - Volume = 115 + VolumeShift = -20% + Volume = 115% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1027,8 +1027,8 @@ AudioEvent RebelWeapon Limit = 3 Priority = NORMAL PitchShift = -2 2 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -1038,8 +1038,8 @@ AudioEvent RebelWeaponTranquilizer Limit = 2 Priority = NORMAL PitchShift = -10 10 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1047,8 +1047,8 @@ AudioEvent InfernoCannonWeapon Sounds = vinfweaa vinfweab vinfweac Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -10 - Volume = 105 + VolumeShift = -10% + Volume = 105% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1060,8 +1060,8 @@ AudioEvent ScorpionTankMoveStart Delay = 0 400 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -1071,8 +1071,8 @@ AudioEvent MarauderTankMoveStart Delay = 0 400 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -1081,9 +1081,9 @@ AudioEvent MarauderTankWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1093,9 +1093,9 @@ AudioEvent ScorpionMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -1106,9 +1106,9 @@ AudioEvent StingerMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 85 + Volume = 85% Type = WORLD SHROUDED EVERYONE End @@ -1117,9 +1117,9 @@ AudioEvent ComancheMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1128,9 +1128,9 @@ AudioEvent ComancheRocketPodWeaponSound Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1139,9 +1139,9 @@ AudioEvent RocketBuggyWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 4 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 70 + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -1152,8 +1152,8 @@ AudioEvent RocketBuggyMoveStart Delay = 0 400 Priority = LOW PitchShift = -2 2 - VolumeShift = -10 - Volume = 50 + VolumeShift = -10% + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -1162,8 +1162,8 @@ AudioEvent ToxinTractorMoveStart Delay = 0 400 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -1171,9 +1171,9 @@ AudioEvent TechnicalWeapon Control = RANDOM INTERRUPT Sounds = vtecweaa vtecweab vtecweac vtecwead vtecweae Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 55 + Volume = 55% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1182,8 +1182,8 @@ AudioEvent TechnicalWeaponLoop1 Control = LOOP ALL RANDOM Sounds = vteclo1a vteclo1b vteclo1c vteclo1d Decay = vteclo1e - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1192,8 +1192,8 @@ AudioEvent TechnicalWeaponLoop2 Control = LOOP ALL RANDOM Sounds = vteclo2a vteclo2b vteclo2c Decay = vteclo2d - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1205,8 +1205,8 @@ AudioEvent TechnicalMoveStart Priority = LOW Delay = 0 1400 PitchShift = -10 10 - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Type = WORLD SHROUDED EVERYONE End @@ -1217,8 +1217,8 @@ AudioEvent BombTruckMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -1227,8 +1227,8 @@ AudioEvent QuadCannonWeapon Control = INTERRUPT RANDOM PitchShift = -10 10 Limit = 2 - VolumeShift = -15 - Volume = 75 + VolumeShift = -15% + Volume = 75% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1238,17 +1238,17 @@ AudioEvent QuadCannonMoveStart Delay = 0 700 Priority = LOW PitchShift = -2 2 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End AudioEvent SupplyTruckMoveStart Sounds = vcarstaa vcarstab vcarstac - Volume = 50 + Volume = 50% PitchShift = -5 5 Delay = 0 500 - VolumeShift = -20 + VolumeShift = -20% Control = RANDOM Limit = 3 Priority = LOW @@ -1260,8 +1260,8 @@ AudioEvent DozerChinaMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -1272,133 +1272,133 @@ End AudioEvent CommandCenterUSASelect Sounds = bcmasela Limit = 1 - Volume = 35 + Volume = 35% Type = UI PLAYER End AudioEvent CommandCenterChinaSelect Sounds = bcmcsela Limit = 1 - Volume = 35 + Volume = 35% Type = UI PLAYER End AudioEvent CommandCenterGLASelect Sounds = bcmgsela Limit = 1 - Volume = 35 + Volume = 35% Type = UI PLAYER End AudioEvent WarFactoryUSASelect Sounds = bwaasela Limit = 1 - Volume = 35 + Volume = 35% Type = UI PLAYER End AudioEvent WarFactoryChinaSelect Sounds = bwacsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent WarFactoryGLASelect Sounds = bwagsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent BarracksUSASelect Sounds = bbaasela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent BarracksChinaSelect Sounds = bbacsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent BarracksGLASelect Sounds = bbagsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent SupplyCenterUSASelect Sounds = bsuasela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent SupplyCenterChinaSelect Sounds = bsucsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent SupplyCenterGLASelect Sounds = bsugsela Limit = 1 - Volume = 40 + Volume = 40% End AudioEvent ColdFusionReactorSelect Sounds = bcolsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent NuclearReactorSelect Sounds = bnursela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent UndergroundGeneratorSelect Sounds = bundsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent AirfieldUSASelect Sounds = baiasela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent AirfieldChinaSelect Sounds = baicsela Limit = 1 - Volume = 35 + Volume = 35% Type = UI PLAYER End AudioEvent StrategyCenterSelect Sounds = bstrsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent StrategyCenter_BombardmentPlanUnpackSound Sounds = Limit = 2 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1406,7 +1406,7 @@ End AudioEvent StrategyCenter_BombardmentPlanPackSound Sounds = Limit = 1 - Volume = 30 + Volume = 30% Priority = LOW Type = UI PLAYER End @@ -1414,7 +1414,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanUnpack Sounds = Limit = 1 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1422,7 +1422,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop Sounds = Limit = 2 - Volume = 40 + Volume = 40% Priority = LOW MinRange = 100 MaxRange = 500 @@ -1432,7 +1432,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanPack Sounds = Limit = 1 - Volume = 40 + Volume = 40% Priority = LOW Type = UI PLAYER End @@ -1440,7 +1440,7 @@ End AudioEvent StrategyCenter_HoldTheLinePlanUnpack Sounds = Limit = 2 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1448,7 +1448,7 @@ End AudioEvent StrategyCenter_HoldTheLinePlanPack Sounds = Limit = 1 - Volume = 40 + Volume = 40% Priority = LOW Type = UI PLAYER End @@ -1460,8 +1460,8 @@ AudioEvent StrategyCenter_TurretMoveLoop Decay = vnuklo3a MinRange = 100 MaxRange = 500 - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -1470,7 +1470,7 @@ AudioEvent StrategyCenter_ArtilleryRound Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1481,14 +1481,14 @@ AudioEvent PropagandaCenterSelect Control = RANDOM Sounds = bprosela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent SupplyDropZoneSelect Sounds = bsupsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End @@ -1496,63 +1496,63 @@ End AudioEvent PalaceSelect Sounds = bpalsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent BunkerSelect Sounds = bbunsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent DetentionCampSelect Sounds = bdetsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent ParticleCannonSelect Sounds = bparsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent PatriotBatterySelect Sounds = bpatsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent StingerSiteSelect Sounds = bstisela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent ScudStormSelect Sounds = bscusela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent PrisonSelect Sounds = bprisela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent NuclearMissileSelect Sounds = bnumsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End @@ -1560,14 +1560,14 @@ AudioEvent SpeakerTowerSelect Control = RANDOM Sounds = bspesela bspeselb bspeselc Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent TunnelNetworkSelect Sounds = btunsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End @@ -1575,14 +1575,14 @@ End AudioEvent GattlingCannonSelect Sounds = bgatsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent BlackMarketSelect Sounds = bblasela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End @@ -1590,8 +1590,8 @@ End ; AudioEvent AmbientForest ; Control = LOOP RANDOM ; Priority = LOWEST -; Volume = 35 -; VolumeShift = -10 +; Volume = 35% +; VolumeShift = -10% ; PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 250 @@ -1609,10 +1609,10 @@ AudioEvent ComancheAmbientLoop Attack = vcomlo1a Decay = vcomlo3a PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% MinRange = 100 MaxRange = 600 - Volume = 60 + Volume = 60% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1622,7 +1622,7 @@ AudioEvent ComancheDamagedLoop Control = LOOP ALL RANDOM Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a - Volume = 85 + Volume = 85% MinRange = 150 Limit = 2 Priority = LOW @@ -1634,7 +1634,7 @@ AudioEvent ComancheDamagedLoopGlobal Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a Type = WORLD GLOBAL - MinVolume = 90 + MinVolume = 90% Limit = 2 Priority = LOW End @@ -1642,14 +1642,14 @@ End AudioEvent CrowdPanic Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g - Volume = 65 + Volume = 65% Limit = 2 Type = WORLD SHROUDED EVERYONE End AudioEvent CrowdPanicLong Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g - Volume = 65 + Volume = 65% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1657,7 +1657,7 @@ End AudioEvent CarBomberDie Sounds = vcardiea vcardieb vcardiec Control = INTERRUPT RANDOM - Volume = 60 + Volume = 60% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1667,9 +1667,9 @@ End AudioEvent DemoTrapExplosion Sounds = gexpdema gexpdemb gexpdemc Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1679,9 +1679,9 @@ End AudioEvent RocketBuggyPowerslide Sounds = vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih Control = RANDOM - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 40 + Volume = 40% Limit = 2 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -1690,9 +1690,9 @@ End AudioEvent RocketBuggyLand Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 50 + Volume = 50% Limit = 2 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -1701,9 +1701,9 @@ End AudioEvent CarDie Sounds = vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1712,9 +1712,9 @@ End AudioEvent TerroristSuicides Sounds = gexpmina gexpminb Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1723,12 +1723,12 @@ End AudioEvent ExplosionRocketBuggyMissile Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -15 15 - Volume = 85 + Volume = 85% Limit = 2 Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -1736,9 +1736,9 @@ End AudioEvent BuildingToppleDelayMetal Sounds = btopp01a Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 70 + Volume = 70% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1747,9 +1747,9 @@ End AudioEvent BuildingToppleDelayStone Sounds = btopp02a Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 70 + Volume = 70% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1758,9 +1758,9 @@ End AudioEvent BuildingFallingMetal Sounds = bfall01a Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% ; MinRange = 200 ; MaxRange = 500 Limit = 2 @@ -1771,9 +1771,9 @@ End AudioEvent BuildingFallingStone Sounds = bfall02a Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% ; MinRange = 200 ; MaxRange = 500 Limit = 2 @@ -1785,7 +1785,7 @@ AudioEvent BuildingDestroyStone Sounds = bgendief Control = RANDOM INTERRUPT Priority = LOW - VolumeShift = -10 + VolumeShift = -10% PitchShift = -2 2 Limit = 1 Type = WORLD SHROUDED EVERYONE @@ -1797,10 +1797,10 @@ AudioEvent ExplosionGeneric Control = INTERRUPT RANDOM Limit = 1 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 + VolumeShift = -20% + Volume = 90% Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -1809,8 +1809,8 @@ AudioEvent BuildingCollapse1 Control = INTERRUPT RANDOM Limit = 1 PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1820,8 +1820,8 @@ AudioEvent BuildingCollapse2 Control = INTERRUPT RANDOM Limit = 1 PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1830,8 +1830,8 @@ AudioEvent BuildingCollapse3 Sounds = bcoll03a Limit = 1 PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1842,8 +1842,8 @@ AudioEvent CarDamagedMoveLoop Limit = 2 Delay = 4000 10000 PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -1852,8 +1852,8 @@ AudioEvent ComancheCrash Sounds = vcomcraa Limit = 3 PitchShift = -5 5 - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1864,14 +1864,14 @@ AudioEvent ComancheCrashGlobal PitchShift = -5 5 Type = WORLD GLOBAL Priority = NORMAL - MinVolume = 80 + MinVolume = 80% End AudioEvent ComancheDie Sounds = vcomdi1a Limit = 3 PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1880,7 +1880,7 @@ AudioEvent MIGDie Sounds = vcomdi1a Limit = 3 PitchShift = -10 0 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1889,7 +1889,7 @@ AudioEvent MIGAfterburner Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -1901,10 +1901,10 @@ AudioEvent VehicleImpactLight Priority = LOW Limit = 3 PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% ; MinRange = 200.00 ; MaxRange = 800.00 - Volume = 45 + Volume = 45% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1914,8 +1914,8 @@ AudioEvent VehicleImpactHeavy Control = RANDOM INTERRUPT Limit = 3 PitchShift = -5 5 - VolumeShift = -20 - Volume = 80 ; 60 test + VolumeShift = -20% + Volume = 80% ; 60 test Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1926,8 +1926,8 @@ AudioEvent DaisyCutterWeapon Limit = 3 Priority = HIGH PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 ; do not modify -mp + VolumeShift = -10% + Volume = 60% ; do not modify -mp Type = WORLD SHROUDED EVERYONE End @@ -1935,18 +1935,18 @@ AudioEvent ComancheSpinExplosion Sounds = vcomdi2a Limit = 3 PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL - LowPassCutoff = 60 + LowPassCutoff = 60% Type = WORLD SHROUDED EVERYONE End AudioEvent BEAVIS_Boing Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 55 + Volume = 55% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1964,7 +1964,7 @@ AudioEvent DaisyCutterIgnite Sounds = sdaiigna Priority = HIGH Limit = 1 - Volume = 110 + Volume = 110% Type = WORLD SHROUDED EVERYONE End @@ -1973,15 +1973,15 @@ AudioEvent ExplosionDaisyCutter Priority = HIGH Control = INTERRUPT Limit = 1 - Volume = 140 - LowPassCutoff = 50 + Volume = 140% + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End AudioEvent TechnicalWeaponUpgrade Sounds = gsalvage Limit = 1 - Volume = 70 + Volume = 70% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -1990,16 +1990,16 @@ AudioEvent DebrisBigMetal Sounds = gdebr01a gdebr01b Control = RANDOM Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent VehicleSkid Sounds = gskid01a - Volume = 90 + Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2007,9 +2007,9 @@ End AudioEvent QuadCannonCatchFire Sounds = vquadiea Limit = 1 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2018,9 +2018,9 @@ End AudioEvent TankDie Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 105 + Volume = 105% Limit = 4 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2031,8 +2031,8 @@ AudioEvent BuildingImpactHeavy Control = RANDOM INTERRUPT Limit = 2 PitchShift = -3 3 - VolumeShift = -20 - Volume = 65 + VolumeShift = -20% + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2044,8 +2044,8 @@ AudioEvent BuildingImpactLight Limit = 3 PitchShift = -3 3 Delay = 0 500 - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Type = WORLD SHROUDED EVERYONE End @@ -2054,10 +2054,10 @@ AudioEvent TechnicalBodyfall Control = RANDOM Limit = 3 PitchShift = -3 3 - VolumeShift = -10 + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 300 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2069,8 +2069,8 @@ AudioEvent ChinookAmbientLoop Attack = vchilo1a Decay = vchilo3a PitchShift = -5 5 - VolumeShift = -10 - Volume = 45 + VolumeShift = -10% + Volume = 45% MinRange = 100 MaxRange = 600 Limit = 2 @@ -2083,7 +2083,7 @@ AudioEvent DamAmbientLoop Sounds = gdamlo1b gdamlo1c ; gdamlo1d Attack = gdamlo1a Limit = 1 - Volume = 65 + Volume = 65% MinRange = 100 MaxRange = 800 Priority = NORMAL @@ -2096,7 +2096,7 @@ AudioEvent DamDamageLoop1 Attack = gdamlo2a Limit = 1 PitchShift = -5 5 - Volume = 80 + Volume = 80% MinRange = 200 MaxRange = 900 Priority = NORMAL @@ -2109,7 +2109,7 @@ AudioEvent DamDamageLoop2 Attack = gdamlo3a Limit = 1 PitchShift = -5 5 - Volume = 80 + Volume = 80% MinRange = 250 MaxRange = 2000 Priority = NORMAL @@ -2122,7 +2122,7 @@ AudioEvent DamDamageLoop3 Attack = gdamlo5a Limit = 1 PitchShift = -5 5 - Volume = 80 + Volume = 80% MinRange = 250 MaxRange = 2000 Priority = NORMAL @@ -2135,7 +2135,7 @@ AudioEvent DamBreakWaveLoop Attack = gdamlo4a Limit = 1 PitchShift = -5 5 - Volume = 130 + Volume = 130% MinRange = 600 MaxRange = 5000 Priority = NORMAL @@ -2145,18 +2145,18 @@ End AudioEvent DamBreakStage1 Sounds = gdambre1 Type = WORLD EVERYONE - Volume = 120 + Volume = 120% MinRange = 250 MaxRange = 2000 Priority = NORMAL - MinVolume = 100 + MinVolume = 100% End AudioEvent DamBreakStage2 Sounds = gdambre2 - Volume = 120 + Volume = 120% Priority = NORMAL - MinVolume = 100 + MinVolume = 100% MinRange = 250 MaxRange = 2000 Type = WORLD EVERYONE @@ -2164,9 +2164,9 @@ End AudioEvent DamBreakStage3 Sounds = gdambre3 - Volume = 120 + Volume = 120% Priority = NORMAL - MinVolume = 100 + MinVolume = 100% MinRange = 250 MaxRange = 2000 Type = WORLD EVERYONE @@ -2175,7 +2175,7 @@ End AudioEvent WaveRandomSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2183,7 +2183,7 @@ End AudioEvent ToxicGooSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 - Volume = 50 + Volume = 50% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2194,16 +2194,16 @@ AudioEvent RedGuardWeapon Sounds = iredweaa iredweab iredweac iredwead Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15 + VolumeShift = -15% PitchShift = -10 10 Limit = 2 - Volume = 95 ; 75 test + Volume = 95% ; 75 test Type = WORLD SHROUDED EVERYONE End AudioEvent DamAfterWake Sounds = gdamafte - Volume = 65 + Volume = 65% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2214,8 +2214,8 @@ AudioEvent ExplosionNeutron Priority = HIGH Control = INTERRUPT Limit = 1 - Volume = 110 - MinVolume = 80 + Volume = 110% + MinVolume = 80% Priority = CRITICAL MinRange = 1800 MaxRange = 20000 @@ -2227,8 +2227,8 @@ AudioEvent OverlordTankWeapon Sounds = voveweaa voveweab voveweac vovewead Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -10 - Volume = 110 + VolumeShift = -10% + Volume = 110% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2238,15 +2238,15 @@ AudioEvent BuildingNeutronMissileOpen Sounds = bneutrea Priority = HIGH Delay = 1300 1300 - Volume = 110 + Volume = 110% Type = WORLD SHROUDED EVERYONE End AudioEvent BuildingNeutronMissileLaunch Sounds = bneutlau Priority = HIGH - MinVolume = 80 - Volume = 110 + MinVolume = 80% + Volume = 110% Type = WORLD GLOBAL EVERYONE End @@ -2257,7 +2257,7 @@ AudioEvent BuildingNeutronMissileHiss PitchShift = -2 2 MinRange = 100 MaxRange = 500 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2268,7 +2268,7 @@ AudioEvent RedGuardCheer Control = RANDOM Limit = 2 PitchShift = -5 5 - Volume = 70 + Volume = 70% Type = UI PLAYER End @@ -2277,13 +2277,13 @@ AudioEvent BattleCrySound Control = RANDOM Limit = 2 PitchShift = -5 5 - Volume = 55 + Volume = 55% Type = UI PLAYER End AudioEvent MissionAccomplishedSound Sounds = ucheer - Volume = 75 + Volume = 75% Type = UI PLAYER End @@ -2294,7 +2294,7 @@ AudioEvent GenericFireLargeLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 3 - Volume = 65 + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -2305,7 +2305,7 @@ AudioEvent GenericFireMediumLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 3 - Volume = 65 + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -2313,7 +2313,7 @@ AudioEvent RaptorJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2323,7 +2323,7 @@ AudioEvent StealthJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2333,7 +2333,7 @@ AudioEvent AuroraJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2343,7 +2343,7 @@ AudioEvent A10ThunderboltMissileWeaponSound Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2353,11 +2353,11 @@ AudioEvent ExplosionJetMissile Sounds = gexpifva gexpifvb gexpifvc Priority = NORMAL Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 75 + Volume = 75% Limit = 1 - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -2366,7 +2366,7 @@ AudioEvent StealthFighterAmbientLoop Attack = vstelo1a Decay = vstelo3a Control = LOOP ALL RANDOM - Volume = 60 + Volume = 60% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2382,7 +2382,7 @@ AudioEvent AuroraBomberAmbientLoop Control = LOOP ALL RANDOM MinRange = 75 MaxRange = 700 - Volume = 70 + Volume = 70% Limit = 3 PitchShift = -3 3 Priority = LOW @@ -2396,7 +2396,7 @@ AudioEvent RaptorAmbientLoop Control = LOOP ALL RANDOM MinRange = 75 MaxRange = 700 - Volume = 60 + Volume = 60% Limit = 2 PitchShift = -3 3 Priority = LOW @@ -2408,7 +2408,7 @@ AudioEvent B52AmbientLoop ; Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 70 + Volume = 70% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2421,7 +2421,7 @@ AudioEvent CINE_B52AmbientLoop ; Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 90 + Volume = 90% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2434,7 +2434,7 @@ AudioEvent C130AmbientLoop Attack = v130lo1a Decay = v130lo3a Control = LOOP ALL RANDOM - Volume = 80 + Volume = 80% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2447,7 +2447,7 @@ AudioEvent MigAmbientLoop Attack = vmiglo1a Decay = vmiglo3a Control = LOOP ALL RANDOM - Volume = 55 + Volume = 55% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2460,7 +2460,7 @@ AudioEvent MigJetNapalmWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Priority = NORMAL @@ -2472,12 +2472,12 @@ AudioEvent BattleshipWeapon Priority = HIGH Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -20 - Volume = 110 + VolumeShift = -20% + Volume = 110% MinRange = 300 MaxRange = 1000 Limit = 3 - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -2489,7 +2489,7 @@ AudioEvent ExplosionBattleshipTarget MinRange = 200 MaxRange = 900 PitchShift = -10 10 - Volume = 120 + Volume = 120% Type = WORLD SHROUDED EVERYONE End @@ -2498,7 +2498,7 @@ AudioEvent BattleshipAmbientLoop Attack = vbshlo1a Decay = vbshlo3a Control = LOOP ALL RANDOM - Volume = 60 + Volume = 60% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2506,10 +2506,10 @@ End AudioEvent ScorpionTankWeapon Sounds = vscoweaa vscoweab vscoweac vscowead - Volume = 85 + Volume = 85% Limit = 3 PitchShift = -10 10 - VolumeShift = -20 + VolumeShift = -20% Control = INTERRUPT RANDOM Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2517,9 +2517,9 @@ End AudioEvent HumveeWeapon Sounds = vhumweaa vhumweab vhumweac vhumwead - Volume = 70 + Volume = 70% PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 Control = INTERRUPT RANDOM Priority = NORMAL @@ -2531,9 +2531,9 @@ AudioEvent HumveeWeaponTOW Control = INTERRUPT RANDOM Priority = LOW Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2543,7 +2543,7 @@ AudioEvent AmphibiousTransportMoveLoop Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a - Volume = 60 + Volume = 60% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2554,7 +2554,7 @@ AudioEvent FerryMoveLoop Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a - Volume = 100 + Volume = 100% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2562,10 +2562,10 @@ End AudioEvent HumveeMoveStart Sounds = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae - Volume = 60 + Volume = 60% PitchShift = -5 5 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Control = RANDOM Limit = 3 Priority = LOW @@ -2578,18 +2578,18 @@ AudioEvent TomahawkWeapon Delay = 0 300 Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent POWTruckUSAMoveStart Sounds = vpoastaa vpoastab vpoastac vpoastad - Volume = 55 + Volume = 55% PitchShift = -2 2 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2599,7 +2599,7 @@ End AudioEvent LockonTick Sounds = glockon Limit = 2 - MinVolume = 45 + MinVolume = 45% Type = WORLD PLAYER End @@ -2607,8 +2607,8 @@ AudioEvent DefectorTimerTick Sounds = ucapture Control = INTERRUPT Limit = 2 - Volume = 50 - VolumeShift = -10 + Volume = 50% + VolumeShift = -10% MinRange = 200 MaxRange = 1200 Priority = HIGH @@ -2619,7 +2619,7 @@ AudioEvent CaptureTick Sounds = ucapture Control = INTERRUPT Limit = 2 - Volume = 70 + Volume = 70% MinRange = 200 MaxRange = 1200 Type = WORLD SHROUDED EVERYONE @@ -2628,35 +2628,35 @@ End ; Radar event occurred showing a unit of ours is under attack AudioEvent RadarNotifyUnitUnderAttack Sounds = uwarning - Volume = 25 + Volume = 25% Type = UI PLAYER End ; Radar event occurred showing a harvester of ours is under attack AudioEvent RadarNotifyHarvesterUnderAttack Sounds = uwarning - Volume = 35 + Volume = 35% Type = UI PLAYER End ; Radar event occurred showing a structure of ours is under attack AudioEvent RadarNotifyStructureUnderAttack Sounds = uwarning - Volume = 35 + Volume = 35% Type = UI PLAYER End ; Radar event occurred showing one of our objects (not unit/structure) is under attack AudioEvent RadarNotifyUnderAttack Sounds = uwarning - Volume = 35 + Volume = 35% Type = UI PLAYER End ; Radar event occurred showing one of our objects (not unit/structure) is under attack AudioEvent RadarNotifyInfiltration Sounds = ; aangr01b - MinVolume = 55 + MinVolume = 55% Type = UI PLAYER End @@ -2664,9 +2664,9 @@ AudioEvent HeroGLAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2674,9 +2674,9 @@ AudioEvent HeroUSAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2690,7 +2690,7 @@ AudioEvent AmbientInfantryCharge1 PitchShift = -5 5 MinRange = 200 MaxRange = 700 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2702,7 +2702,7 @@ AudioEvent AmbientCrowdAngryArabs1 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 500 - Volume = 25 + Volume = 25% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -2711,7 +2711,7 @@ AudioEvent ScriptJetFlyBy1 Sounds = cjetf01a Control = INTERRUPT RANDOM Priority = HIGH - Volume = 80 + Volume = 80% Type = UI PLAYER End @@ -2720,7 +2720,7 @@ AudioEvent ScriptShellScream1 Control = INTERRUPT Priority = HIGH PitchShift = -10 10 - Volume = 60 + Volume = 60% Type = UI PLAYER End @@ -2729,7 +2729,7 @@ AudioEvent ScriptShellScream2 Control = INTERRUPT Priority = HIGH PitchShift = -10 10 - Volume = 60 + Volume = 60% Type = UI PLAYER End @@ -2739,9 +2739,9 @@ AudioEvent TunnelRocketWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2750,9 +2750,9 @@ AudioEvent RPGTrooperWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2761,9 +2761,9 @@ AudioEvent MissileDefenderWeapon Control = RANDOM Priority = NORMAL Limit = 5 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2772,9 +2772,9 @@ AudioEvent TankHunterWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2782,8 +2782,8 @@ End AudioEvent GattlingCannonWeapon Control = RANDOM INTERRUPT Sounds = bgatweaa bgatweab bgatweac bgatwead - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% MinRange = 175 Limit = 3 Priority = NORMAL @@ -2793,8 +2793,8 @@ End AudioEvent GattlingTankWeapon Control = RANDOM INTERRUPT Sounds = bgatweaa bgatweab bgatweac bgatwead - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% MinRange = 175 Limit = 3 Priority = NORMAL @@ -2805,8 +2805,8 @@ AudioEvent AngryMobWeaponPistol Control = RANDOM INTERRUPT Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e PitchShift = -10 10 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2816,8 +2816,8 @@ AudioEvent AngryMobWeaponMolotov Control = RANDOM INTERRUPT Sounds = iangwe2a iangwe2b PitchShift = -20 10 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2833,7 +2833,7 @@ AudioEvent AngryMobAmbientLoop MaxRange = 500 Limit = 2 PitchShift = -5 5 - Volume = 50 + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -2842,7 +2842,7 @@ AudioEvent GattlingWeaponLoopLevel1 Sounds = bgatlo2a bgatlo2b Attack = bgatlo1a Decay = bgatlo3a - Volume = 60 + Volume = 60% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2853,7 +2853,7 @@ AudioEvent GattlingWeaponLoopLevel2 Sounds = bgatlo5a bgatlo5b Attack = bgatlo4a Decay = bgatlo6a - Volume = 60 + Volume = 60% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2865,7 +2865,7 @@ AudioEvent GattlingWeaponLoopLevel3 Sounds = bgatlo8a bgatlo8b Attack = bgatlo7a Decay = bgatlo9a - Volume = 60 + Volume = 60% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2875,9 +2875,9 @@ End AudioEvent ToxinTractorContaminate Control = RANDOM INTERRUPT Sounds = vtoxcona vtoxconb vtoxconc - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 70 + Volume = 70% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2890,8 +2890,8 @@ AudioEvent ToxinTractorWeaponLoop Attack = vtoxlo1a Decay = vtoxlo3a PitchShift = -10 0 - VolumeShift = -15 - Volume = 70 + VolumeShift = -15% + Volume = 70% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2903,10 +2903,10 @@ AudioEvent ConvoyTruckMoveStart Sounds = vconstaa vconstab Control = RANDOM INTERRUPT Limit = 2 - Volume = 55 + Volume = 55% PitchShift = -2 2 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2916,8 +2916,8 @@ AudioEvent ConvoyTruckMoveLoop Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a - VolumeShift = -10 - Volume = 75 + VolumeShift = -10% + Volume = 75% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2925,8 +2925,8 @@ End AudioEvent ConvoyTruckSelect Sounds = vconsela vconselb Control = RANDOM - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% Type = WORLD SHROUDED EVERYONE End @@ -2936,18 +2936,18 @@ AudioEvent ExplosionCarpetBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent RadarVanMoveStart Sounds = vradstaa vradstab vradstac - Volume = 55 + Volume = 55% PitchShift = -5 5 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Control = RANDOM Limit = 3 Priority = LOW @@ -2956,10 +2956,10 @@ End AudioEvent CarMoveStart Sounds = vcarstaa vcarstab vcarstac - Volume = 55 + Volume = 55% PitchShift = -5 5 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Control = RANDOM Limit = 3 Priority = LOW @@ -2971,8 +2971,8 @@ End ; Sounds = ihijweaa ; Control = INTERRUPT RANDOM ; Limit = 2 -; VolumeShift = -10 -; Volume = 80 +; VolumeShift = -10% +; Volume = 80% ; Type = WORLD SHROUDED EVERYONE ; End @@ -2982,9 +2982,9 @@ AudioEvent ScudLauncherWeapon Delay = 0 300 Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -2992,32 +2992,32 @@ End AudioEvent HeroUSAChargePlace Sounds = iheuchar Priority = HIGH - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End AudioEvent HeroUSAChargeBeep Sounds = iheubeep - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End AudioEvent HeroUSATimeBombClick Sounds = iheutima iheutimb - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End AudioEvent StealthOn Sounds = gstealon - Volume = 70 + Volume = 70% Limit = 1 Type = WORLD SHROUDED EVERYONE End AudioEvent StealthOff Sounds = gstealof - Volume = 70 + Volume = 70% Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -3028,8 +3028,8 @@ AudioEvent HackerWeaponLoop Attack = ihaco1a Decay = ihaclo3a PitchShift = -10 10 - VolumeShift = -15 - Volume = 60 + VolumeShift = -15% + Volume = 60% MinRange = 100 MaxRange = 500 Limit = 2 @@ -3045,9 +3045,9 @@ AudioEvent BattleDroneWeapon Control = RANDOM INTERRUPT Priority = NORMAL ; PitchShift = -5 5 - VolumeShift = -15 + VolumeShift = -15% Limit = 3 - Volume = 70 + Volume = 70% ; MinRange = 200 ; MaxRange = 600 Type = WORLD SHROUDED EVERYONE @@ -3058,8 +3058,8 @@ AudioEvent ExplosionScudExplosive Control = INTERRUPT Limit = 2 PitchShift = -10 10 - VolumeShift = -10 - Volume = 100 + VolumeShift = -10% + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3068,8 +3068,8 @@ AudioEvent TerroristCarBomb Sounds = itercara Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3078,8 +3078,8 @@ AudioEvent TerrorCellActivated Sounds = sambusha Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 - Volume = 110 + VolumeShift = -10% + Volume = 110% MinRange = 300 MaxRange = 2000 Priority = NORMAL @@ -3090,8 +3090,8 @@ AudioEvent RebelAmbushActivated Sounds = sambusha Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 - Volume = 130 + VolumeShift = -10% + Volume = 130% PitchShift = 0 20 MinRange = 300 MaxRange = 2000 @@ -3102,8 +3102,8 @@ AudioEvent MilitarySubtitlesTyping Sounds = utext1a Control = RANDOM Priority = HIGH - VolumeShift = -10 - Volume = 15 + VolumeShift = -10% + Volume = 15% Type = UI PLAYER End @@ -3112,7 +3112,7 @@ AudioEvent RaptorDie Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - Volume = 95 + Volume = 95% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3121,9 +3121,9 @@ AudioEvent RaptorCrash Sounds = vrapcraa Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 80 + Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3131,9 +3131,9 @@ End AudioEvent CargoJetFlambe Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3145,8 +3145,8 @@ AudioEvent GattlingTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 45 + VolumeShift = -10% + Volume = 45% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3156,36 +3156,36 @@ AudioEvent RaptorAfterburner Sounds = vjetafta Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 100 + Volume = 100% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent RadarLockOnTone Sounds = cloctone - Volume = 20 + Volume = 20% Type = UI PLAYER End AudioEvent BinkHandle - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent ExecuteDemoralize Sounds = uconst1a Priority = HIGH - Volume = 15 + Volume = 15% Type = UI PLAYER End AudioEvent RangerFlashBangWeapon Sounds = iranflaa iranflab PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3193,8 +3193,8 @@ End AudioEvent ExplosionFlashBang Sounds = gexpflaa gexpflab gexpflac PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3204,7 +3204,7 @@ AudioEvent A10ThunderboltAmbientLoop Attack = va10lo1a Decay = va10lo3a Control = LOOP ALL RANDOM - Volume = 70 + Volume = 70% MinRange = 50 MaxRange = 700 Limit = 3 @@ -3216,7 +3216,7 @@ End AudioEvent A10ThunderboltDive Sounds = va10diva va10divb Control = RANDOM - Volume = 100 + Volume = 100% Limit = 1 PitchShift = -5 5 MinRange = 250 @@ -3229,16 +3229,16 @@ AudioEvent ExplosionA10ThunderboltMissile Sounds = gexpifva gexpifvb gexpifvc Priority = NORMAL Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 85 + Volume = 85% Limit = 1 Type = WORLD SHROUDED EVERYONE End AudioEvent PreDirtyNukeDetonation Sounds = gairraid - Volume = 70 + Volume = 70% Type = WORLD GLOBAL EVERYONE End @@ -3248,7 +3248,7 @@ AudioEvent ScudStormLaunch Priority = HIGH Limit = 4 PitchShift = -5 5 - Volume = 105 + Volume = 105% Type = WORLD SHROUDED EVERYONE End @@ -3256,7 +3256,7 @@ End AudioEvent ScudStormInitiated Sounds = sscuread Priority = HIGH - Volume = 90 + Volume = 90% Type = WORLD GLOBAL EVERYONE End @@ -3279,7 +3279,7 @@ AudioEvent BombTruckDisguiseRevealedSuccess Control = RANDOM Limit = 2 PitchShift = -5 5 - Volume = 55 + Volume = 55% Priority = NORMAL Type = UI End @@ -3295,8 +3295,8 @@ AudioEvent PaladinPointDefenseLaserPulse Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d Control = RANDOM INTERRUPT PitchShift = -10 10 - VolumeShift = -10 - Volume = 75 + VolumeShift = -10% + Volume = 75% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3305,7 +3305,7 @@ End AudioEvent BeaconPlaced Sounds = uralset1 Priority = HIGH - Volume = 70 + Volume = 70% Type = WORLD PLAYER End @@ -3313,7 +3313,7 @@ AudioEvent BeaconPlacementFailed Sounds = uralsetn ; MinRange = 100 ; MaxRange = 500 - MinVolume = 80 + MinVolume = 80% Priority = HIGH Type = WORLD PLAYER End @@ -3322,9 +3322,9 @@ End AudioEvent GenericMissileDisintegration Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 85 + Volume = 85% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3335,9 +3335,9 @@ AudioEvent PatriotBatteryWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -3345,9 +3345,9 @@ AudioEvent PathfinderWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3356,9 +3356,9 @@ AudioEvent JarmenKellWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3367,9 +3367,9 @@ AudioEvent JarmenKellWeaponSnipe Sounds = ijarwe2a Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3377,7 +3377,7 @@ End AudioEvent BridgeDamaged Sounds = gbridama gbridamb Control = RANDOM - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3389,15 +3389,15 @@ AudioEvent BombTruckDefaultBombDetonation Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 + VolumeShift = -20% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent BridgeRepaired Sounds = gbrirepa - Volume = 90 + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3410,8 +3410,8 @@ AudioEvent BombTruckBioBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 + VolumeShift = -20% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3424,8 +3424,8 @@ AudioEvent BombTruckHighExplosiveBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 + VolumeShift = -20% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3438,7 +3438,7 @@ AudioEvent ParticleUplinkCannon_PowerupSoundLoop MinRange = 300 MaxRange = 1000 Limit = 2 - Volume = 110 + Volume = 110% Priority = CRITICAL Type = WORLD SHROUDED EVERYONE End @@ -3449,7 +3449,7 @@ AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop Control = LOOP ALL RANDOM MinRange = 300 MaxRange = 1000 - Volume = 110 + Volume = 110% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3462,7 +3462,7 @@ AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop Control = LOOP ALL RANDOM MinRange = 300 MaxRange = 1000 - Volume = 120 + Volume = 120% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3476,7 +3476,7 @@ AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop Decay = sparlo4e MinRange = 1800 MaxRange = 20000 - Volume = 110 + Volume = 110% Limit = 2 Priority = CRITICAL Type = WORLD EVERYONE @@ -3484,8 +3484,8 @@ End AudioEvent FireArtilleryCannonSound Sounds = sartweaa - Volume = 110 - MinVolume = 70 + Volume = 110% + MinVolume = 70% Priority = HIGH Type = WORLD GLOBAL EVERYONE End @@ -3497,7 +3497,7 @@ AudioEvent TrainRunningLoop Decay = gtralo3a MinRange = 250 MaxRange = 1500 - Volume = 90 + Volume = 90% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3508,8 +3508,8 @@ AudioEvent TrainClicketyClack Sounds = gtraclaa gtraclab gtraclac gtraclad Control = RANDOM PitchShift = 0 30 - VolumeShift = -20 - Volume = 70 + VolumeShift = -20% + Volume = 70% Limit = 5 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3518,8 +3518,8 @@ End AudioEvent ArtilleryBarrageIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Control = RANDOM - Volume = 70 - VolumeShift = -20 + Volume = 70% + VolumeShift = -20% Limit = 4 MinRange = 300 MaxRange = 2000 @@ -3532,7 +3532,7 @@ AudioEvent NukeCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Delay = 400 1000 Control = RANDOM - Volume = 60 + Volume = 60% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3542,7 +3542,7 @@ AudioEvent InfernoCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Delay = 300 700 Control = RANDOM - Volume = 60 + Volume = 60% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3551,7 +3551,7 @@ End AudioEvent TrainWhistle Sounds = gtrawhia - Volume = 60 + Volume = 60% Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -3560,12 +3560,12 @@ End AudioEvent MineExplosion Sounds = gexpmina gexpminb Control = INTERRUPT RANDOM - VolumeShift = -15 + VolumeShift = -15% PitchShift = -15 15 - Volume = 80 + Volume = 80% Limit = 3 Priority = HIGH - ; LowPassCutoff = 50 + ; LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -3573,8 +3573,8 @@ AudioEvent MineClearedByWorker Sounds = gminecla gmineclb Control = INTERRUPT RANDOM PitchShift = -20 20 - VolumeShift = -15 - Volume = 80 + VolumeShift = -15% + Volume = 80% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3584,8 +3584,8 @@ AudioEvent MineClearedByDozer Sounds = gminecla gmineclb Control = INTERRUPT RANDOM PitchShift = -20 20 - VolumeShift = -15 - Volume = 80 + VolumeShift = -15% + Volume = 80% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3594,7 +3594,7 @@ End AudioEvent MineFieldPlaced Sounds = gminepla Control = INTERRUPT RANDOM - Volume = 100 + Volume = 100% Limit = 1 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3603,7 +3603,7 @@ End AudioEvent ExplosionClusterMine Sounds = scluster Control = INTERRUPT RANDOM - Volume = 100 + Volume = 100% Limit = 1 MinRange = 200 MaxRange = 1000 @@ -3615,7 +3615,7 @@ End AudioEvent ColonelBurtonPlantCharge Sounds = icolseta Control = INTERRUPT RANDOM - Volume = 80 + Volume = 80% Limit = 1 Delay = 5500 5500 Priority = HIGH @@ -3628,15 +3628,15 @@ AudioEvent ColonelBurtonWeapon Limit = 2 Priority = NORMAL PitchShift = -5 5 - VolumeShift = -15 - Volume = 95 + VolumeShift = -15% + Volume = 95% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent BlackLotusPack Sounds = iblasetb - Volume = 90 + Volume = 90% PitchShift = -10 10 Limit = 2 Priority = NORMAL @@ -3645,7 +3645,7 @@ End AudioEvent BlackLotusUnpack Sounds = iblaseta - Volume = 90 + Volume = 90% PitchShift = -10 10 Limit = 2 Priority = NORMAL @@ -3655,7 +3655,7 @@ End AudioEvent BlackLotusTrigger Sounds = Control = INTERRUPT RANDOM - Volume = 70 + Volume = 70% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3667,8 +3667,8 @@ AudioEvent BlackLotusPrepLoop Attack = ihaclo1a Decay = ihaclo3a Priority = LOW - Volume = 50 - VolumeShift = -10 + Volume = 50% + VolumeShift = -10% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3676,7 +3676,7 @@ End AudioEvent HackerPack Sounds = iblasetb - Volume = 90 + Volume = 90% PitchShift = -10 10 Limit = 2 Priority = NORMAL @@ -3686,7 +3686,7 @@ End AudioEvent HackerUnpack Sounds = ihacseta Control = INTERRUPT RANDOM - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 2 Priority = NORMAL @@ -3699,8 +3699,8 @@ AudioEvent HackerPrepLoop Attack = ihaclo1a Decay = ihaclo3a Priority = LOW - Volume = 50 - VolumeShift = -10 + Volume = 50% + VolumeShift = -10% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3709,9 +3709,9 @@ End AudioEvent HackerCashPing Sounds = ihaccasa ihaccasb - VolumeShift = -5 + VolumeShift = -5% Limit = 2 - Volume = 20 + Volume = 20% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -3720,8 +3720,8 @@ AudioEvent BombTickTimed Sounds = icoltima icoltimb icoltimc Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3730,7 +3730,7 @@ AudioEvent BombTickRemote Sounds = icolbeep Control = INTERRUPT Limit = 3 - Volume = 65 + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3739,7 +3739,7 @@ AudioEvent AvalancheCrack Sounds = btopp02a Control = INTERRUPT PitchShift = -50 -50 - Volume = 120 + Volume = 120% Limit = 10 Type = WORLD SHROUDED EVERYONE End @@ -3749,7 +3749,7 @@ AudioEvent IRPing Control = INTERRUPT PitchShift = 100 100 Limit = 3 - Volume = 25 + Volume = 25% Type = WORLD SHROUDED EVERYONE End @@ -3758,7 +3758,7 @@ AudioEvent IRPingLoud Control = INTERRUPT PitchShift = 120 120 Limit = 3 - Volume = 35 + Volume = 35% Type = WORLD SHROUDED EVERYONE End @@ -3767,16 +3767,16 @@ AudioEvent AngryMobWeaponAK47 Sounds = iangwe3a iangwe3b iangwe3c iangwe3d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15 + VolumeShift = -15% PitchShift = -10 10 Limit = 2 - Volume = 75 + Volume = 75% Type = WORLD SHROUDED EVERYONE End AudioEvent WallSandDie Sounds = gwalbdia - Volume = 70 + Volume = 70% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3785,7 +3785,7 @@ End AudioEvent WallStoneDie Sounds = gwalsdia gwalsdib Control = RANDOM - Volume = 70 + Volume = 70% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3794,7 +3794,7 @@ End AudioEvent WallWoodDie Sounds = gwalwdia gwalwdib Control = RANDOM - Volume = 70 + Volume = 70% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3803,7 +3803,7 @@ End AudioEvent WallMetalDie Sounds = gwalmdia gwalmdib Control = RANDOM - Volume = 70 + Volume = 70% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3811,7 +3811,7 @@ End AudioEvent POWTruckEnter Sounds = vpowenta - Volume = 90 + Volume = 90% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3819,7 +3819,7 @@ End AudioEvent POWTruckExit Sounds = vpowexia - Volume = 100 + Volume = 100% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3827,7 +3827,7 @@ End AudioEvent HumveeEnter Sounds = vhumenta vhumentb vhumentc - Volume = 100 + Volume = 100% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3835,7 +3835,7 @@ End AudioEvent HumveeExit Sounds = vhumexia vhumexib vhumexic - Volume = 100 + Volume = 100% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3845,7 +3845,7 @@ AudioEvent RailroadBridgeMetalFatigue Sounds = btopp01a Limit = 2 PitchShift = -40 -10 - Volume = 110 + Volume = 110% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3855,9 +3855,9 @@ AudioEvent ComancheWeaponMachineGun Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15 + VolumeShift = -15% Limit = 3 - Volume = 70 + Volume = 70% ; MinRange = 400 ; MaxRange = 800 Type = WORLD SHROUDED EVERYONE @@ -3868,7 +3868,7 @@ End AudioEvent RiverSplash5000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 80 + Volume = 80% PitchShift = 10 30 Delay = 5000 5000 Priority = LOW @@ -3878,7 +3878,7 @@ End AudioEvent RiverSplash6000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 100 + Volume = 100% PitchShift = 0 11 Delay = 6000 6000 Priority = LOW @@ -3888,7 +3888,7 @@ End AudioEvent RiverSplash7000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 80 + Volume = 80% PitchShift = 30 70 Delay = 7000 7000 Priority = LOW @@ -3898,33 +3898,33 @@ End AudioEvent RadarOn Sounds = gradarup Limit = 1 - Volume = 45 + Volume = 45% Type = UI PLAYER End AudioEvent RadarOff Sounds = gradardn Limit = 1 - Volume = 45 + Volume = 45% Type = UI PLAYER End AudioEvent ExplosionMiniNuke Sounds = gexpnuka Control = INTERRUPT RANDOM - Volume = 110 + Volume = 110% Limit = 3 Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End AudioEvent ExplosionFire Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3933,9 +3933,9 @@ End AudioEvent ExplosionArtilleryBarrage Sounds = gexparta gexpartb gexpartc Control = INTERRUPT RANDOM - VolumeShift = -20 + VolumeShift = -20% PitchShift = -20 20 - Volume = 100 + Volume = 100% Limit = 5 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3943,7 +3943,7 @@ End AudioEvent BuildingDisabled Sounds = gpowerdn - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3952,7 +3952,7 @@ End AudioEvent BuildingEnabled Sounds = gpowerup - Volume = 80 + Volume = 80% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3966,13 +3966,13 @@ AudioEvent PoliceCarSirenLoop Limit = 2 MinRange = 100 ; MaxRange = 400 - Volume = 60 + Volume = 60% Type = WORLD SHROUDED EVERYONE End AudioEvent CivilianChinaMaleDie Sounds = icimcdia icimcdib icimcdic icimcdid icimcdie icimcdif icimcdig icimcdih icimcdii icimcdij - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3980,7 +3980,7 @@ End AudioEvent CivilianChinaFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifcdif icifcdig icifcdih icifcdii icifcdij - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3989,7 +3989,7 @@ End AudioEvent CivilianArabMaleDie Sounds = icimadia icimadib icimadic icimadid icimadie icimadif icimadig icimadih icimadii icimadij - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3997,7 +3997,7 @@ End AudioEvent CivilianArabFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifdif icifcdig icifcdih icifcdii icifcdij - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4010,8 +4010,8 @@ AudioEvent OverlordTankTurretMoveLoop Decay = vovelo3a MinRange = 75 MaxRange = 600 - VolumeShift = -20 - Volume = 40 + VolumeShift = -20% + Volume = 40% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -4020,10 +4020,10 @@ End AudioEvent BuildingDie Sounds = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Limit = 2 - Volume = 110 + Volume = 110% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4031,10 +4031,10 @@ End AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Limit = 2 - Volume = 110 + Volume = 110% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4042,10 +4042,10 @@ End AudioEvent VehicleDamagedState Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Limit = 2 - Volume = 80 + Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4054,8 +4054,8 @@ AudioEvent NukeCannonWeapon Sounds = vnukweaa Control = INTERRUPT PitchShift = -5 5 - VolumeShift = -20 - Volume = 110 + VolumeShift = -20% + Volume = 110% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4064,8 +4064,8 @@ End AudioEvent ExplosionAnthraxBomb Sounds = santexpl - Volume = 120 - MinVolume = 80 + Volume = 120% + MinVolume = 80% Limit = 3 Priority = CRITICAL MinRange = 1800 @@ -4076,14 +4076,14 @@ End AudioEvent NukeCannonDeploy Sounds = vnukde1a - Volume = 100 + Volume = 100% PitchShift = -20 0 Type = WORLD SHROUDED EVERYONE End AudioEvent NukeCannonUnDeploy Sounds = vnukde2a - Volume = 100 + Volume = 100% PitchShift = -20 0 Type = WORLD SHROUDED EVERYONE End @@ -4093,16 +4093,16 @@ AudioEvent RepairSparks Sounds = ; gsparksa gsparksb needs to be revisited. Control = RANDOM Limit = 4 - Volume = 50 + Volume = 50% PitchShift = -10 10 - VolumeShift = -20 + VolumeShift = -20% Type = WORLD SHROUDED EVERYONE End AudioEvent DieByFireUSA Sounds = idiufira idiufirb idiufirc idiufird idiufire idiufirf idiufirg idiufirh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4111,7 +4111,7 @@ End AudioEvent DieByFireGLA Sounds = idigfira idigfirb idigfirc idigfird idigfire idigfirf idigfirg idigfirh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4120,7 +4120,7 @@ End AudioEvent DieByFireChina Sounds = idicfira idicfirb idicfirc idicfird idicfire idicfirf idicfirg idicfirh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4129,7 +4129,7 @@ End AudioEvent DieByFireFemale Sounds = idiffira idiffirb idiffirc idiffird Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4141,7 +4141,7 @@ End AudioEvent DieByToxinUSA Sounds = idiutoxa idiutoxb idiutoxc idiutoxd idiutoxe idiutoxf idiutoxg idiutoxh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4150,7 +4150,7 @@ End AudioEvent DieByToxinGLA Sounds = idigtoxa idigtoxb idigtoxc idigtoxd idigtoxe idigtoxf idigtoxg idigtoxh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4159,7 +4159,7 @@ End AudioEvent DieByToxinChina Sounds = idictoxa idictoxb idictoxc idictoxd idictoxe idictoxf idictoxg idictoxh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4168,7 +4168,7 @@ End AudioEvent DieByToxinFemale Sounds = idiftoxa idiftoxb idiftoxc idiftoxd Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4182,36 +4182,36 @@ AudioEvent NukeCannonTurretMoveLoop Decay = vnuklo3a ; MinRange = 100 ; MaxRange = 400 - VolumeShift = -10 - Volume = 45 + VolumeShift = -10% + Volume = 45% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent SalvageUpgrade Sounds = gsalvage - Volume = 80 + Volume = 80% Priority = HIGH Type = WORLD SHROUDED PLAYER End AudioEvent OverlordExpansion Sounds = voveupgr - Volume = 90 + Volume = 90% Priority = HIGH Type = WORLD SHROUDED PLAYER End AudioEvent SpySatellite Sounds = sspysate - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD PLAYER End AudioEvent CrateCash Sounds = gcracash - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4224,7 +4224,7 @@ AudioEvent FireStormLoop Control = RANDOM LOOP ALL Priority = NORMAL Limit = 3 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -4234,7 +4234,7 @@ AudioEvent ToxinTractorDie Delay = 300 500 Control = RANDOM PitchShift = -15 15 - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4245,9 +4245,9 @@ AudioEvent BuildingDebris Sounds = gbuideba gbuidebb gbuidebc gbuidebd gbuidebe gbuidebf gbuidebg gbuidebh gbuidebi gbuidebj gbuidebk gbuidebl gbuidebm gbuidebn gbuidebo gbuidebp Control = RANDOM Limit = 3 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -4256,7 +4256,7 @@ AudioEvent MoneyDeposited Sounds = ucredupa Control = RANDOM Limit = 3 - Volume = 30 + Volume = 30% Priority = LOW Type = UI PLAYER End @@ -4265,7 +4265,7 @@ AudioEvent MoneyWithdraw Sounds = ucreddna Control = RANDOM Limit = 3 - Volume = 30 + Volume = 30% Priority = LOW Type = UI PLAYER End @@ -4274,8 +4274,8 @@ AudioEvent CratePickupSound Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 120 + VolumeShift = -10% + Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4283,8 +4283,8 @@ AudioEvent CrateHeal Sounds = Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 120 + VolumeShift = -10% + Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4292,8 +4292,8 @@ AudioEvent CrateShroud Sounds = Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 120 + VolumeShift = -10% + Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4301,9 +4301,9 @@ AudioEvent CrateMoney Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10 + VolumeShift = -10% MinRange = 150 - Volume = 120 + Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4311,16 +4311,16 @@ AudioEvent CrateFreeUnit Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 120 + VolumeShift = -10% + Volume = 120% Type = WORLD SHROUDED PLAYER End AudioEvent UnitPromoted Sounds = gunitpra Limit = 1 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Type = WORLD SHROUDED PLAYER End @@ -4331,10 +4331,10 @@ AudioEvent CivPropPlaneAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 60 + Volume = 60% ; MinRange = 200 ; MaxRange = 600 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4345,8 +4345,8 @@ AudioEvent CivAirportAmbience Control = LOOP RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4359,8 +4359,8 @@ AudioEvent CivIndustrialPlantAmbientLoop Decay = bindlo2a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4372,8 +4372,8 @@ AudioEvent ChemBunkerDamagedAmbientLoop Decay = btoxlo2a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4387,8 +4387,8 @@ AudioEvent ToxicPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4398,8 +4398,8 @@ AudioEvent ToxicPoolDie Sounds = gtoxlo3a Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4412,8 +4412,8 @@ AudioEvent AnthraxPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4425,8 +4425,8 @@ AudioEvent AnthraxPoolDie Sounds = gantlo3a Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4440,8 +4440,8 @@ AudioEvent RadiationPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4450,8 +4450,8 @@ AudioEvent RadiationPoolDie Sounds = gantlo3a Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4463,8 +4463,8 @@ AudioEvent HotelAmbientDiver Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4475,8 +4475,8 @@ AudioEvent HotelAmbientSwimmerLoop Sounds = auhosw1a auhosw1b auhosw1c auhosw1d auhosw1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4486,8 +4486,8 @@ AudioEvent HotelAmbientTennisLoop Sounds = auhote1a auhote1b auhote1c auhote1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4498,8 +4498,8 @@ AudioEvent CraneAmbience Control = LOOP ALL RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4513,8 +4513,8 @@ AudioEvent OilDerrickAmbientLoop Control = LOOP ALL RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4524,9 +4524,9 @@ AudioEvent FarmAmbientLoop Control = LOOP ALL RANDOM Sounds = addfam1a addfam1b addfam1c addfam1d addfam1e Priority = LOWEST - Volume = 65 + Volume = 65% Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 @@ -4539,8 +4539,8 @@ AudioEvent CowAmbience Control = LOOP RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 @@ -4551,7 +4551,7 @@ AudioEvent DocksWallaLoop Sounds = addowl1a addowl1b addowl1c addowl1d addowl1e addowl1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% Limit = 1 PitchShift = -5 5 ; MinRange = 200 @@ -4565,8 +4565,8 @@ AudioEvent ParkChimes Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4577,8 +4577,8 @@ AudioEvent DocksUrbanBirdsAmbience Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4590,8 +4590,8 @@ AudioEvent IndustrialYardAmbientLoop Sounds = auiyam1a auiyam1b auiyam1c auiyam1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4602,8 +4602,8 @@ AudioEvent ChinaNightClubLoop Sounds = aunccl1a aunccl1b Control = LOOP RANDOM Priority = LOWEST - Volume = 80 - VolumeShift = -5 + Volume = 80% + VolumeShift = -5% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4614,7 +4614,7 @@ AudioEvent DocksVillageWaterLapping Sounds = addowa1a addowa1b addowa1c addowa1d addowa1e addowa1f addowa1g addowa1h Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% Limit = 2 PitchShift = -5 5 ; MinRange = 200 @@ -4627,8 +4627,8 @@ AudioEvent PlaygroundAmbience Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4643,8 +4643,8 @@ AudioEvent Amb_DesertFarmGoat Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4656,8 +4656,8 @@ AudioEvent Amb_DesertFarmRooster Control = LOOP RANDOM Delay = 10000 15000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4669,8 +4669,8 @@ AudioEvent Amb_DesertFarmSheep Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4682,8 +4682,8 @@ AudioEvent Amb_DesertMarketBell Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4694,8 +4694,8 @@ AudioEvent Amb_DesertMarketCarHorn Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 @@ -4708,8 +4708,8 @@ AudioEvent Amb_DesertMarketDog Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4721,8 +4721,8 @@ AudioEvent Amb_DesertMarketDog2 Control = LOOP RANDOM Delay = 3000 15000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4734,8 +4734,8 @@ AudioEvent Amb_DesertMarketGoat Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 MinRange = 100 ; MaxRange = 800 @@ -4747,8 +4747,8 @@ AudioEvent Amb_DesertMarketMoped Control = LOOP Delay = 9000 15000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4759,7 +4759,7 @@ AudioEvent Amb_DesertMarketWallaMusicLoop Sounds = addmmu1a addmmu1b addmmu1c addmmu1d addmmu1e addmmu1f addmmu1g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 + Volume = 60% Limit = 2 MinRange = 75 MaxRange = 700 @@ -4770,7 +4770,7 @@ AudioEvent Amb_DesertMarketWallaLoop Sounds = addmwl1a addmwl1b addmwl1c addmwl1d addmwl1e addmwl1f addmwl1g addmwl1h ; addmwl1i Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 + Volume = 60% Limit = 2 PitchShift = -5 5 MinRange = 75 @@ -4782,7 +4782,7 @@ AudioEvent Amb_DesertMarketWallaWomenLoop Sounds = addmwo1a addmwo1b addmwo1c addmwo1d addmwo1e addmwo1f addmwo1g addmwo1h addmwo1i Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 + Volume = 60% Limit = 2 PitchShift = -5 5 MinRange = 75 @@ -4795,8 +4795,8 @@ AudioEvent Amb_DesertNatureDayBirds Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4808,8 +4808,8 @@ AudioEvent Amb_DesertNatureDayBirds2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4821,8 +4821,8 @@ AudioEvent Amb_DesertNatureDayInsects Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4833,8 +4833,8 @@ AudioEvent Amb_DesertNatureDayInsects2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4846,8 +4846,8 @@ AudioEvent Amb_DesertNatureDayInsects3 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 100 - VolumeShift = -10 + Volume = 100% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4858,7 +4858,7 @@ AudioEvent Amb_DesertNatureWindThinLoop Sounds = addnwi1a addnwi1b addnwi1c addnwi1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 105 + Volume = 105% Limit = 2 PitchShift = -5 5 MinRange = 75 @@ -4870,7 +4870,7 @@ AudioEvent Amb_DesertNatureWindTreesLoop Sounds = addnwi2a addnwi2b addnwi2c addnwi2d addnwi2e addnwi2f addnwi2g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% Limit = 2 PitchShift = -5 5 ; MinRange = 200 @@ -4882,7 +4882,7 @@ AudioEvent Amb_DesertNatureWindThickLoop Sounds = addnwi3a addnwi3b addnwi3c addnwi3d addnwi3e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90 + Volume = 90% Limit = 2 PitchShift = -5 5 MinRange = 75 @@ -4894,8 +4894,8 @@ AudioEvent Amb_DesertVillageDayBirds Sounds = addvbi1a addvbi1b addvbi1c addvbi1d addvbi1e addvbi1f addvbi1g Control = LOOP RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4907,8 +4907,8 @@ AudioEvent Amb_DesertVillageDayBirds2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4921,8 +4921,8 @@ AudioEvent Amb_DesertVillageDayDog Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4934,8 +4934,8 @@ AudioEvent Amb_DesertVillageKids Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4947,8 +4947,8 @@ AudioEvent Amb_DesertVillageKids2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4959,7 +4959,7 @@ AudioEvent Amb_DesertVillageDayMenLoop Sounds = addvma1a addvma1b addvma1c addvma1d addvma1e addvma1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65 + Volume = 65% Limit = 2 PitchShift = -5 5 MinRange = 75 @@ -4972,8 +4972,8 @@ AudioEvent Amb_DesertVillageDayMoped Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4985,8 +4985,8 @@ AudioEvent Amb_DesertVillageDayRooster Control = LOOP RANDOM Delay = 10000 15000 Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4997,7 +4997,7 @@ AudioEvent Amb_DesertVillageDayWallaLoop Sounds = addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1e addvwl1f ; addvwl1g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65 + Volume = 65% Limit = 2 PitchShift = -5 5 MinRange = 75 @@ -5010,7 +5010,7 @@ AudioEvent Amb_DesertNatureNightInsectLoop Sounds = adnnin1a adnnin1b adnnin1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 + Volume = 60% Limit = 2 PitchShift = -2 2 MinRange = 75 @@ -5023,8 +5023,8 @@ AudioEvent Amb_DesertVillageNightCat Control = LOOP RANDOM Delay = 10000 18000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5036,8 +5036,8 @@ AudioEvent Amb_DesertVillageNightDog Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5049,8 +5049,8 @@ AudioEvent Amb_DesertVillageNightDog2 Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5061,7 +5061,7 @@ AudioEvent Amb_DesertVillageNightDrummerLoop Sounds = adnvdr1a adnvdr1b adnvdr1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% Limit = 2 PitchShift = -5 5 MinRange = 75 @@ -5073,8 +5073,8 @@ AudioEvent Amb_DesertVillageNightInsect Sounds = adnvin1a adnvin1b adnvin1c Control = LOOP RANDOM Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -3 3 ; MinRange = 200 ; MaxRange = 600 @@ -5085,8 +5085,8 @@ AudioEvent Amb_DesertVillageNightInsect2 Sounds = adnvin1a adnvin1b adnvin1c Control = LOOP RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -3 3 ; MinRange = 200 ; MaxRange = 600 @@ -5097,8 +5097,8 @@ AudioEvent Amb_DesertVillageNightMenLoop Sounds = adnvme1a adnvme1b adnvme1c adnvme1d adnvme1e adnvme1f adnvme1g adnvme1h Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -5 5 MinRange = 75 MaxRange = 700 @@ -5110,8 +5110,8 @@ AudioEvent Amb_DesertVillageNightTrash Control = LOOP RANDOM Delay = 15000 30000 Priority = LOWEST - Volume = 70 - VolumeShift = -20 + Volume = 70% + VolumeShift = -20% PitchShift = -20 20 ; MinRange = 200 ; MaxRange = 600 @@ -5122,8 +5122,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop Sounds = autsamba autsambb autsambc autsambd Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -10 10 MinRange = 75 MaxRange = 700 @@ -5134,8 +5134,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop2 Sounds = autsam2a autsam2b Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 MinRange = 75 MaxRange = 700 @@ -5146,8 +5146,8 @@ AudioEvent Amb_UrbanBusStationAmbientLoop Sounds = aubsam1a aubsam1b aubsam1c aubsam1d aubsam1e aubsam1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 MinRange = 75 MaxRange = 700 @@ -5159,8 +5159,8 @@ AudioEvent Amb_UrbanBusStationPAVoice Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 @@ -5172,8 +5172,8 @@ AudioEvent Amb_UrbanBusStationBuses Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5185,8 +5185,8 @@ AudioEvent Amb_UrbanCemetaryBell Control = LOOP RANDOM Delay = 15000 25000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -5197,8 +5197,8 @@ AudioEvent Amb_UrbanCemetaryDigging Control = LOOP RANDOM Delay = 1000 20000 Priority = LOWEST - Volume = 75 - VolumeShift = -15 + Volume = 75% + VolumeShift = -15% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5210,8 +5210,8 @@ AudioEvent Amb_UrbanNightChinaBikeBell Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 95 - VolumeShift = -10 + Volume = 95% + VolumeShift = -10% PitchShift = -3 3 ; MinRange = 200 ; MaxRange = 600 @@ -5222,8 +5222,8 @@ AudioEvent Amb_UrbanNightChinaClub2 Sounds = aunccl2a Control = LOOP RANDOM Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% MinRange = 75 MaxRange = 700 Type = WORLD EVERYONE @@ -5233,8 +5233,8 @@ AudioEvent Amb_UrbanParkAmbientLoop Sounds = aupaam1a aupaam1b aupaam1c aupaam1d aupaam1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% PitchShift = -3 3 MinRange = 75 MaxRange = 700 @@ -5246,8 +5246,8 @@ AudioEvent Amb_UrbanParkBirds Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 MinRange = 200 MaxRange = 800 @@ -5260,8 +5260,8 @@ AudioEvent Amb_UrbanParkChimes Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -5272,8 +5272,8 @@ AudioEvent Amb_UrbanParkDucks Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5283,8 +5283,8 @@ End AudioEvent Amb_UrbanPoliceSiren Sounds = auposi2a Priority = LOWEST - Volume = 90 - VolumeShift = -10 + Volume = 90% + VolumeShift = -10% PitchShift = -3 3 ; MinRange = 200 ; MaxRange = 600 @@ -5295,8 +5295,8 @@ AudioEvent Amb_UrbanPoliceSirenLoop Sounds = auposi1a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90 - VolumeShift = -10 + Volume = 90% + VolumeShift = -10% MinRange = 75 MaxRange = 700 Type = WORLD EVERYONE @@ -5307,10 +5307,10 @@ AudioEvent Amb_UrbanCityAmbientLoop Sounds = aurbci1a aurbci1a aurbci1b aurbci1b aurbci1c aurbci1c aurbci1d aurbci1e aurbci1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% MinRange = 75 MaxRange = 700 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5319,10 +5319,10 @@ AudioEvent Amb_UrbanCityAmbientLoop2 Sounds = aurbci2a aurbci2a aurbci2b aurbci2b Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% MinRange = 75 MaxRange = 700 - VolumeShift = -10 + VolumeShift = -10% Type = WORLD EVERYONE End @@ -5331,8 +5331,8 @@ AudioEvent Amb_UrbanDocksBirds Control = LOOP RANDOM Delay = 5000 10000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5343,8 +5343,8 @@ AudioEvent Amb_UrbanDocksAmbientLoop Sounds = audoam1a audoam1b audoam1c audoam1d audoam1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% MinRange = 75 MaxRange = 700 Type = WORLD EVERYONE @@ -5356,8 +5356,8 @@ AudioEvent Amb_UrbanDocksBouy Control = LOOP RANDOM Delay = 15000 22000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -5368,8 +5368,8 @@ AudioEvent Amb_UrbanDocksFoghorn Control = LOOP RANDOM Delay = 20000 25000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -5379,8 +5379,8 @@ AudioEvent Amb_UrbanDocksMachineryLoop Sounds = audoma1a audoma1b audoma1c audoma1a audoma1b audoma1c audoma1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% MinRange = 75 MaxRange = 700 Type = WORLD EVERYONE @@ -5392,8 +5392,8 @@ AudioEvent Amb_WinterNatureWoodpecker Control = LOOP RANDOM Delay = 12000 24000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5405,8 +5405,8 @@ AudioEvent Amb_WinterNatureCrows Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5418,8 +5418,8 @@ AudioEvent Amb_WinterNatureCrows2 Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5430,8 +5430,8 @@ AudioEvent Amb_WinterNatureWindLoop Sounds = awdnwi1a awdnwi1b awdnwi1c awdnwi1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 MinRange = 75 MaxRange = 700 @@ -5443,8 +5443,8 @@ AudioEvent Amb_WinterNatureNightWolves Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -5456,8 +5456,8 @@ AudioEvent Amb_UrbanIndustrialYardPileDriver Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 45 - VolumeShift = -10 + Volume = 45% + VolumeShift = -10% PitchShift = -10 10 MinRange = 100 MaxRange = 600 @@ -5468,8 +5468,8 @@ AudioEvent Amb_UrbanIndustrialYardGeneratorLoop Sounds = auiyge1a auiyge1b auiyge1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -5480,7 +5480,7 @@ AudioEvent Amb_WaterOceanWaves Sounds = awocwava awocwavb awocwavc awocwavd Delay = 1000 3000 Priority = LOWEST - Volume = 65 + Volume = 65% Limit = 3 PitchShift = -10 10 Type = WORLD EVERYONE @@ -5490,10 +5490,10 @@ AudioEvent Amb_WaterLakeWaves Control = LOOP ALL Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST - VolumeShift = -10 + VolumeShift = -10% PitchShift = -15 0 Delay = 3000 5000 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -5504,10 +5504,10 @@ AudioEvent Amb_WaterRiverLoop Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 50 + Volume = 50% MinRange = 75 MaxRange = 700 - VolumeShift = -10 + VolumeShift = -10% Type = WORLD EVERYONE End @@ -5517,8 +5517,8 @@ AudioEvent Amb_WaterStreamLoop Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 45 - VolumeShift = -10 + Volume = 45% + VolumeShift = -10% MinRange = 75 MaxRange = 700 Type = WORLD EVERYONE @@ -5528,8 +5528,8 @@ AudioEvent Amb_WinterNatureWindCold Sounds = awind3a awind3b Control = LOOP RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 Delay = 8000 16000 ; MinRange = 200 @@ -5541,8 +5541,8 @@ AudioEvent Amb_WinterNatureWind Sounds = awind2a awind2b awind2c Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 Delay = 8000 16000 Type = WORLD EVERYONE @@ -5552,8 +5552,8 @@ AudioEvent Amb_DesertVillageDayDog2 Sounds = adog01a adog01b adog01c Control = LOOP RANDOM Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% PitchShift = -5 5 Delay = 10000 15000 ; MinRange = 200 @@ -5565,8 +5565,8 @@ AudioEvent Amb_TemperateNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -5 5 Delay = 6000 10000 ; MinRange = 200 @@ -5578,8 +5578,8 @@ AudioEvent Amb_DesertNatureWindNight Sounds = awind1a awind1b awind1c Control = LOOP RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -20 + Volume = 65% + VolumeShift = -20% PitchShift = -10 10 Delay = 12000 20000 Type = WORLD EVERYONE @@ -5593,7 +5593,7 @@ AudioEvent Amb_TemperateMeadowAmbientLoop PitchShift = -5 5 MinRange = 65 MaxRange = 700 - Volume = 50 + Volume = 50% Type = WORLD EVERYONE End @@ -5605,7 +5605,7 @@ AudioEvent Amb_TemperateMarshAmbientLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 50 + Volume = 50% Type = WORLD EVERYONE End @@ -5615,7 +5615,7 @@ AudioEvent Amb_DesertMarketWallaLoop2 ; Attack = amarke1f ; Decay = amarke1g Priority = LOWEST - Volume = 45 + Volume = 45% Limit = 2 MinRange = 75 MaxRange = 700 @@ -5629,7 +5629,7 @@ AudioEvent Amb_DesertMarketWallaLoop3 Priority = LOWEST ; Attack = amarke2f ; Decay = amarke2g - Volume = 45 + Volume = 45% Limit = 2 MinRange = 75 MaxRange = 700 @@ -5645,7 +5645,7 @@ AudioEvent Amb_DesertVillageDayWallaLoop2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -5657,7 +5657,7 @@ AudioEvent Amb_JungleDayDenseAmbientLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5669,7 +5669,7 @@ AudioEvent Amb_JungleDayDenseAmbientLoop2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5682,7 +5682,7 @@ AudioEvent Amb_JungleDayDenseAmbientBirds PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5694,7 +5694,7 @@ AudioEvent Amb_JungleDaySparseAmbientLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 75 + Volume = 75% Type = WORLD EVERYONE End @@ -5707,7 +5707,7 @@ AudioEvent Amb_JungleDaySparseAmbientAnimal PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5720,7 +5720,7 @@ AudioEvent Amb_JungleNightAmbientLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5732,7 +5732,7 @@ AudioEvent Amb_JungleNightAmbientLoop2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5744,7 +5744,7 @@ AudioEvent Amb_MountainNatureAmbientLoop Limit = 2 MinRange = 75 MaxRange = 700 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5756,7 +5756,7 @@ AudioEvent Amb_MountainBell Limit = 2 ; MinRange = 200 ; MaxRange = 600 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5764,8 +5764,8 @@ AudioEvent Amb_MountainBirds Sounds = amndbi1a amndbi1b amndbi1c amndbi1d amndbi1e amndbi1f amndbi1g amndbi1h Control = LOOP RANDOM Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Delay = 6000 12000 ; MinRange = 200 ; MaxRange = 600 @@ -5776,8 +5776,8 @@ AudioEvent Amb_MountainBirds2 Sounds = amndbi2a Control = LOOP RANDOM Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Delay = 6000 12000 ; MinRange = 200 ; MaxRange = 600 @@ -5792,7 +5792,7 @@ AudioEvent Amb_TemperateForestBirdsLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 100 + Volume = 100% Type = WORLD EVERYONE End @@ -5805,7 +5805,7 @@ AudioEvent Amb_TemperateForestBirds PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 95 + Volume = 95% Type = WORLD EVERYONE End @@ -5817,7 +5817,7 @@ AudioEvent Amb_TemperateForestTreesLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 100 + Volume = 100% Type = WORLD EVERYONE End @@ -5830,7 +5830,7 @@ AudioEvent Amb_TemperateForestTrees PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 95 + Volume = 95% Type = WORLD EVERYONE End @@ -5842,7 +5842,7 @@ AudioEvent Amb_TemperateMeadowBirdsLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 75 + Volume = 75% Type = WORLD EVERYONE End @@ -5855,7 +5855,7 @@ AudioEvent Amb_TemperateMeadowBirdsLoop2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 85 + Volume = 85% Type = WORLD EVERYONE End @@ -5869,7 +5869,7 @@ AudioEvent Amb_TemperateMeadowBirds PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 85 + Volume = 85% Type = WORLD EVERYONE End @@ -5881,7 +5881,7 @@ AudioEvent Amb_UrbanChinaCourtyardLoop PitchShift = -5 5 MinRange = 125 MaxRange = 800 - Volume = 75 + Volume = 75% Type = WORLD EVERYONE End @@ -5895,7 +5895,7 @@ AudioEvent Amb_UrbanChinaCourtyardBirds PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 75 + Volume = 75% Type = WORLD EVERYONE End @@ -5908,7 +5908,7 @@ AudioEvent Amb_UrbanChinaCourtyardChimes Limit = 2 ; MinRange = 200 ; MaxRange = 600 - Volume = 60 + Volume = 60% Type = WORLD EVERYONE End @@ -5920,7 +5920,7 @@ AudioEvent Amb_UrbanChinaCourtyardWallaLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 75 + Volume = 75% Type = WORLD EVERYONE End @@ -5931,7 +5931,7 @@ AudioEvent Amb_WaterFountainLoop Limit = 2 PitchShift = -5 5 MinRange = 30 - Volume = 25 + Volume = 25% MinRange = 75 MaxRange = 700 Type = WORLD EVERYONE @@ -5945,7 +5945,7 @@ AudioEvent Amb_WaterLakeAmbientLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5957,7 +5957,7 @@ AudioEvent Amb_WaterLakeLappingLoop PitchShift = -5 5 MinRange = 75 MaxRange = 700 - Volume = 65 + Volume = 65% Type = WORLD EVERYONE End @@ -5970,7 +5970,7 @@ AudioEvent Amb_WaterLakeLapping PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5980,7 +5980,7 @@ AudioEvent Amb_TemperateTownDayAmbientLoop Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 100 + Volume = 100% MinRange = 75 MaxRange = 800 Type = WORLD EVERYONE @@ -5995,7 +5995,7 @@ AudioEvent Amb_TemperateTownDayPigDog PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 60 + Volume = 60% Type = WORLD EVERYONE End @@ -6008,7 +6008,7 @@ AudioEvent Amb_TemperateTownDayPig PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 60 + Volume = 60% Type = WORLD EVERYONE End @@ -6020,7 +6020,7 @@ AudioEvent Amb_DesertVillageMilitary PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 - Volume = 65 + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -6030,12 +6030,12 @@ AudioEvent AmbientWavesLake Control = LOOP ALL Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST - VolumeShift = -10 + VolumeShift = -10% ; MinRange = 100 ; MaxRange = 300 PitchShift = -15 0 Delay = 3000 5000 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -6046,7 +6046,7 @@ AudioEvent AmbientWavesOcean1 Sounds = awocwava awocwavb awocwavc awocwavd Delay = 4000 8000 Priority = LOWEST - Volume = 70 + Volume = 70% Limit = 2 PitchShift = -10 10 Type = WORLD EVERYONE @@ -6062,7 +6062,7 @@ AudioEvent AmbientRiver PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 400 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -6070,8 +6070,8 @@ End AudioEvent AmbientWindCold Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 300 @@ -6084,8 +6084,8 @@ End AudioEvent AmbientWindMountain Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 300 @@ -6099,8 +6099,8 @@ AudioEvent AmbientDogBarking Sounds = adog01a adog01b adog01c Control = LOOP RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -5 5 Delay = 6000 10000 Type = WORLD EVERYONE @@ -6111,8 +6111,8 @@ AudioEvent AmbientNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -5 5 Delay = 6000 10000 Type = WORLD EVERYONE @@ -6123,8 +6123,8 @@ AudioEvent AmbientWindDesert Sounds = awind1a awind1b awind1c Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 Delay = 3000 7000 Type = WORLD EVERYONE @@ -6139,7 +6139,7 @@ AudioEvent AmbientMeadow PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 - Volume = 50 + Volume = 50% Type = WORLD EVERYONE End @@ -6152,7 +6152,7 @@ AudioEvent AmbientMarsh PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 - Volume = 50 + Volume = 50% Type = WORLD EVERYONE End @@ -6165,7 +6165,7 @@ AudioEvent AmbientArabMarket1 Priority = LOWEST ; MinRange = 100 ; MaxRange = 200 - Volume = 45 + Volume = 45% Limit = 2 PitchShift = -5 5 Type = WORLD SHROUDED EVERYONE @@ -6180,7 +6180,7 @@ AudioEvent AmbientArabMarket2 Decay = amarke2g ; MinRange = 100 ; MaxRange = 200 - Volume = 45 + Volume = 45% Limit = 2 PitchShift = -5 5 Type = WORLD SHROUDED EVERYONE @@ -6195,7 +6195,7 @@ AudioEvent AmbientArabMarket3 Decay = amarke3g ; MinRange = 100 ; MaxRange = 200 - Volume = 45 + Volume = 45% Limit = 2 PitchShift = -5 5 Type = WORLD SHROUDED EVERYONE @@ -6210,7 +6210,7 @@ AudioEvent AmbientVillage1 PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 200 - Volume = 50 + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -6223,7 +6223,7 @@ AudioEvent AmbientGLABase PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 - Volume = 50 + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -6241,7 +6241,7 @@ AudioEvent Cin_ParadeAmbientLoop Limit = 2 ; MinRange = 100 ; MaxRange = 500 - Volume = 90 + Volume = 90% Type = WORLD EVERYONE End @@ -6251,7 +6251,7 @@ AudioEvent Cin_ParadeMarchingLoop Priority = LOWEST Limit = 2 MinRange = 100 - Volume = 80 + Volume = 80% Type = WORLD EVERYONE End @@ -6264,8 +6264,8 @@ AudioEvent Cin_ParadeTank1 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Type = WORLD EVERYONE End @@ -6277,8 +6277,8 @@ AudioEvent Cin_ParadeTank2 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Type = WORLD EVERYONE End @@ -6290,8 +6290,8 @@ AudioEvent Cin_ParadeTank3 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Type = WORLD EVERYONE End @@ -6301,8 +6301,8 @@ AudioEvent Cin_ParadePanicFemaleLoop Priority = LOW Limit = 2 PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Type = WORLD EVERYONE End @@ -6315,8 +6315,8 @@ AudioEvent Cin_ParadeCrowdLoop Limit = 2 MinRange = 200 MaxRange = 800 - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Type = WORLD EVERYONE End @@ -6329,8 +6329,8 @@ AudioEvent Cin_NukeAftermathAmbientFX Limit = 2 MinRange = 200 PitchShift = -5 5 - VolumeShift = -10 - Volume = 75 + VolumeShift = -10% + Volume = 75% Type = WORLD EVERYONE End @@ -6344,24 +6344,24 @@ AudioEvent Cin_NukeAftermathAmbientLoop ; MinRange = 200 ; MaxRange = 600 PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Type = WORLD EVERYONE End AudioEvent CivilianPanicFemale Sounds = gpanfema gpanfemb gpanfemc - Volume = 65 - VolumeShift = -20 + Volume = 65% + VolumeShift = -20% Limit = 2 Type = WORLD SHROUDED EVERYONE End AudioEvent CivilianPanicMale Sounds = gpanmala gpanmalb gpanmalc - Volume = 65 - VolumeShift = -20 + Volume = 65% + VolumeShift = -20% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6371,7 +6371,7 @@ AudioEvent LoadScreenAmbient Attack = uloalo1a Decay = uloalo3a Control = LOOP - Volume = 80 + Volume = 80% Limit = 1 Type = UI EVERYONE End @@ -6383,7 +6383,7 @@ AudioEvent Cin_BridgeDemoChargeBeep Delay = 500 500 ; MinRange = 100 ; MaxRange = 500 - Volume = 60 + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -6394,7 +6394,7 @@ AudioEvent Cin_ScudStormLaunchAlertLoop Delay = 400 400 ; MinRange = 100 ; MaxRange = 500 - Volume = 60 + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -6403,14 +6403,14 @@ AudioEvent Cin_BaseAlarm Priority = HIGH ; MinRange = 200 ; MaxRange = 1200 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_MissileLaunchAlarm Sounds = cscudalb Priority = HIGH - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -6419,16 +6419,16 @@ AudioEvent ParachuteOpen Sounds = gparacha gparachb gparachc Priority = LOW PitchShift = -10 10 - VolumeShift = -15 - Volume = 90 + VolumeShift = -15% + Volume = 90% Type = WORLD SHROUDED EVERYONE End AudioEvent VehicleSnipeVictim Sounds = gvehsnia Priority = HIGH - VolumeShift = -15 - Volume = 70 + VolumeShift = -15% + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -6437,7 +6437,7 @@ AudioEvent CIAIntelligenceActivate Priority = HIGH MinRange = 200 MaxRange = 1000 - Volume = 100 + Volume = 100% Type = WORLD PLAYER End @@ -6445,12 +6445,12 @@ End AudioEvent RemoteDemoChargeExplosion Sounds = icolexpa Control = INTERRUPT RANDOM - VolumeShift = -15 + VolumeShift = -15% PitchShift = -15 15 - Volume = 90 + Volume = 90% Limit = 3 Priority = HIGH - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -6459,7 +6459,7 @@ AudioEvent RadarVanScan Priority = HIGH MinRange = 200 MaxRange = 800 - Volume = 90 + Volume = 90% Type = WORLD PLAYER End @@ -6473,8 +6473,8 @@ AudioEvent CINE_DaisyCutterWeapon Limit = 2 Priority = HIGH PitchShift = -5 5 - VolumeShift = -15 - Volume = 60 ; do not modify -mp + VolumeShift = -15% + Volume = 60% ; do not modify -mp Type = WORLD SHROUDED EVERYONE End @@ -6484,8 +6484,8 @@ AudioEvent Cin_NukeTruckMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -6498,8 +6498,8 @@ AudioEvent NukeTruckMoveLoop Sounds = ctr2lo2a ctr2lo2b Attack = ctr2lo1a Decay = ctr2lo3a - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6507,14 +6507,14 @@ End AudioEvent Cin_MigFalling Sounds = cmigfala Priority = HIGH - Volume = 100 + Volume = 100% Type = WORLD PLAYER End AudioEvent Cin_SonicBoom Sounds = csonicbo Priority = HIGH - Volume = 90 + Volume = 90% Type = UI End @@ -6524,10 +6524,10 @@ AudioEvent Cin_BattleSweetener Sounds = cbattlea cbattleb cbattlec cbattled cbattlee cbattlef Control = RANDOM Priority = HIGH - Volume = 100 - VolumeShift = -2 + Volume = 100% + VolumeShift = -2% PitchShift = -10 10 - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD EVERYONE End @@ -6535,21 +6535,21 @@ End AudioEvent Cin_TrainFalling Sounds = ctrafall Priority = HIGH - Volume = 100 + Volume = 100% Type = UI End AudioEvent Cin_TrainBraking Sounds = ctrabrak Priority = HIGH - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_TrainSteamRelease Sounds = ctrastea Priority = HIGH - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -6559,8 +6559,8 @@ AudioEvent Cin_BaikonurRocketAmbientLoop Sounds = croclo2a croclo2b croclo2c croclo2d Attack = croclo1a Decay = croclo3a - VolumeShift = -10 - Volume = 105 + VolumeShift = -10% + Volume = 105% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6570,7 +6570,7 @@ AudioEvent Cin_BaikonurRocketPadHissLoop Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a PitchShift = -2 2 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -6578,28 +6578,28 @@ End AudioEvent Cin_InfantryFallingA Sounds = cinffala - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingB Sounds = cinffalb - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingC Sounds = cinffalc - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingD Sounds = cinffald - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6607,14 +6607,14 @@ End AudioEvent Cin_BaikonurMissileFlyBy Sounds = crocflya Priority = HIGH - Volume = 150 + Volume = 150% Type = UI End AudioEvent Cin_BaikonurMissileBreakApart Sounds = crocbrea Priority = HIGH - Volume = 150 + Volume = 150% Type = UI End @@ -6626,7 +6626,7 @@ AudioEvent Cin_BaikonurGLACheerSquad Priority = NORMAL Limit = 2 PitchShift = -5 5 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6638,7 +6638,7 @@ AudioEvent Cin_AngryMobAmbientLoop Priority = NORMAL Limit = 2 PitchShift = -5 5 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6646,7 +6646,7 @@ End AudioEvent RadarPing Sounds = uradarpi Priority = HIGH - Volume = 50 + Volume = 50% Type = UI PLAYER End @@ -6656,8 +6656,8 @@ AudioEvent BaikonurTruckMoveLoop Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -6673,15 +6673,15 @@ AudioEvent Cin_TankAmbientLoop MinRange = 200 MaxRange = 3000 PitchShift = -15 15 - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% Type = WORLD EVERYONE End AudioEvent Cin_ScudMissileIncoming Sounds = cscuinco Priority = HIGH - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -6690,8 +6690,8 @@ AudioEvent JetSkid Sounds = gjetskia gjetskib Control = RANDOM Priority = LOW - Volume = 45 - VolumeShift = -10 + Volume = 45% + VolumeShift = -10% PitchShift = -5 5 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -6700,7 +6700,7 @@ End AudioEvent GLADemoChargeAlarm Sounds = gdembeep Priority = HIGH - Volume = 85 + Volume = 85% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6709,7 +6709,7 @@ AudioEvent Cin_BaseAlarmChina06 Sounds = cbaseala Priority = HIGH ; MaxRange = 1200 - Volume = 125 + Volume = 125% Type = WORLD SHROUDED EVERYONE End @@ -6736,7 +6736,7 @@ AudioEvent Cin_NukeWhoosh Sounds = cnukewho Priority = HIGH Limit = 1 - Volume = 90 + Volume = 90% MinRange = 500 MaxRange = 5000 Type = WORLD SHROUDED EVERYONE @@ -6755,8 +6755,8 @@ AudioEvent Cin_DirtRollingLoop MinRange = 200 MaxRange = 3000 PitchShift = -15 15 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD EVERYONE End @@ -6764,7 +6764,7 @@ End AudioEvent EmergencyRepairActivate Sounds = srepaira Priority = HIGH - Volume = 100 + Volume = 100% MinRange = 200 MaxRange = 1000 Type = WORLD SHROUDED EVERYONE @@ -6773,7 +6773,7 @@ End AudioEvent CheerGLA Sounds = ucheergl Priority = HIGH - Volume = 100 + Volume = 100% Type = UI EVERYONE End @@ -6787,8 +6787,8 @@ AudioEvent UnderConstructionLoop Limit = 2 MinRange = 100 MaxRange = 1000 - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6796,7 +6796,7 @@ End AudioEvent CashHackActivate Sounds = scashhac Priority = HIGH - Volume = 100 + Volume = 100% MinRange = 200 MaxRange = 1000 Type = WORLD SHROUDED EVERYONE @@ -6809,7 +6809,7 @@ AudioEvent Cin_TrainRunningLoop Decay = gtralo3a MinRange = 500 MaxRange = 4000 - Volume = 175 + Volume = 175% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE diff --git a/Generals/Data/INI/Speech.ini b/Generals/Data/INI/Speech.ini index 63c4439..ea3c266 100644 --- a/Generals/Data/INI/Speech.ini +++ b/Generals/Data/INI/Speech.ini @@ -19,58 +19,58 @@ ; GLA DialogEvent EvaGLA_AllyUnderAttack Filename = egallyu.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BaseDefensesOffLine Filename = egbasof.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BeaconDetected Filename = egbeaco.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BuildingDisabled Filename = egbuiof.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BuildingEnabled Filename = egbuion.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BuildingStolen Filename = egbuist.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_CashStolen Filename = eglcashs.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_GeneralLevelUp Filename = eglevel.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_IncomingAnthrax Filename = egdeant.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_IncomingDaisyCutter Filename = egdedai.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_IncomingEmpPulse Filename = egdeemp.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_IncomingFuelAirBomb @@ -387,427 +387,427 @@ End ; DialogEvent DemoCarBomberAvengeUs ; Filename = vdemsece.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoCarBomberPrepared2Die ; Filename = vdemsede.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoCommander01 ; Filename = d2com01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCommander02 ; Filename = d2com02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCommander03 ; Filename = d2com03.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCommander04 ; Filename = d2com04.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCommander05 ; Filename = d2com05.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCommander06 ; Filename = d2com06.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCommander07 ; Filename = d2com07.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCommander08 ; Filename = d2com08.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCommander09 ; Filename = d2com09.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCrusader4-01 ; Filename = Crusader4-01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCrusader4-02 ; Filename = Crusader4-02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCrusader4-03 ; Filename = Crusader4-03.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCrusader3-01 ; Filename = Crusader3-01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCrusader3-02 ; Filename = Crusader3-02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCrusader3-03 ; Filename = Crusader3-03.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoCrusader3-04 ; Filename = Crusader3-04.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoComanchePilot1 ; Filename = d2cop01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoComanchePilot2 ; Filename = d2cop02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent DemoEABing1 ; Filename = EA-Bing1.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoEABing2 ; Filename = EA-Bing2.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoEABing3 ; Filename = EA-Bing3.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoEADon1 ; Filename = EA-Don1.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoEADon2 ; Filename = EA-Don2.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoEADon3 ; Filename = EA-Don3.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoEAJohn1 ; Filename = EA-John1.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoEAJohn2 ; Filename = EA-John2.wav ; Control = RANDOM -; Volume = 90 +; Volume = 90% ; End ; DialogEvent DemoEAJohn3 ; Filename = EA-John3.wav -; Volume = 90 +; Volume = 90% ; End ; DialogEvent Demo3Commander00 ; Filename = e3Com00.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander01 ; Filename = e3Com01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander02 ; Filename = e3Com02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander03 ; Filename = e3Com03.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander04 ; Filename = e3Com04.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander05 ; Filename = e3Com05.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander06 ; Filename = e3Com06.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander07 ; Filename = e3Com07.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander08 ; Filename = e3Com08.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander09 ; Filename = e3Com09.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander10 ; Filename = e3Com10.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander11 ; Filename = e3Com11.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander12 ; Filename = e3Com12.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander13 ; Filename = e3Com13.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander14 ; Filename = e3Com14.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander15 ; Filename = e3Com15.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander16 ; Filename = e3Com16.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander17 ; Filename = e3Com17.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander18 ; Filename = e3Com18.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander19 ; Filename = e3Com19.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander20 ; Filename = e3Com20.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Commander21 ; Filename = e3Com21.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Crusader01 ; Filename = e3Cru01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Crusader02 ; Filename = e3Cru02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Crusader03 ; Filename = e3Cru03.wav -; Volume = 80 +; Volume = 80% ; End ; DialogEvent Demo3Crusader04 ; Filename = e3Cru04.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Raptor01 ; Filename = e3Rap01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Raptor02 ; Filename = e3Rap02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3GLA01 ; Filename = e3GLA01.wav -; Volume = 75 +; Volume = 75% ; End ; DialogEvent Demo3Chen01 ; Filename = e3che01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen02 ; Filename = e3che02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen03 ; Filename = e3che03.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen04 ; Filename = e3che04.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen05 ; Filename = e3che05.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen06 ; Filename = e3che06.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen07 ; Filename = e3che07.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen08 ; Filename = e3che08.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen09 ; Filename = e3che09.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Chen10 ; Filename = e3che10.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3GeneralGriffonSelect ; Filename = e3comse.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3GeneralChenSelect ; Filename = e3chese.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Echo01 ; Filename = e3ech01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Echo02 ; Filename = e3ech02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Delta01 ; Filename = e3del01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Delta02 ; Filename = e3del02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Delta03 ; Filename = e3del03.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Delta04 ; Filename = e3del04.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Mig01 ; Filename = e3Mig01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Mig02 ; Filename = e3Mig02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3DragonTank01 ; Filename = e3dra01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3DragonTank02 ; Filename = e3dra02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3RocketBuggy01 ; Filename = e3roc01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Comanche01 ; Filename = e3cle01.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Comanche02 ; Filename = e3cle02.wav -; Volume = 100 +; Volume = 100% ; End ; DialogEvent Demo3Comanche03 ; Filename = e3cle03.wav -; Volume = 100 +; Volume = 100% ; End @@ -2531,12 +2531,12 @@ End DialogEvent MisGLA06Cin09 Filename = mg6rb108.wav - Volume = 60 + Volume = 60% End DialogEvent MisGLA06Cin10 Filename = mg6rb207.wav - Volume = 60 + Volume = 60% End DialogEvent MisGLA06Cin11 @@ -2944,27 +2944,27 @@ End DialogEvent MisGLA08Hazmat101 Filename = mg8ha101.wav - Volume = 65 + Volume = 65% End DialogEvent MisGLA08Hazmat201 Filename = mg8ha201.wav - Volume = 65 + Volume = 65% End DialogEvent MisGLA08Hazmat102 Filename = mg8ha102.wav - Volume = 65 + Volume = 65% End DialogEvent MisGLA08Hazmat202 Filename = mg8ha202.wav - Volume = 65 + Volume = 65% End DialogEvent MisGLA08Hazmat203 Filename = mg8ha203.wav - Volume = 65 + Volume = 65% End DialogEvent MisGLA08Jarmen01 @@ -6107,13 +6107,13 @@ End DialogEvent CameraFXIn Filename = ccamfxin.wav - Volume = 80 + Volume = 80% Type = UI End DialogEvent CameraFXOut Filename = ccamfxou.wav - Volume = 80 + Volume = 80% Type = UI End @@ -6121,7 +6121,7 @@ DialogEvent CameraSwitch Filename = ccamswit.wav MinRange = 100 MaxRange = 500 - Volume = 75 + Volume = 75% Type = UI End @@ -6129,55 +6129,55 @@ DialogEvent CameraFXRotate Filename = ccamfxro.wav MinRange = 100 MaxRange = 500 - Volume = 100 + Volume = 100% Type = UI End DialogEvent UI_AllCheerSound Filename = ucheer.wav - Volume = 70 + Volume = 70% Type = UI End DialogEvent CameraColorize Filename = ccoloriz.wav - Volume = 80 + Volume = 80% Type = UI End DialogEvent CameraRadioChatter Filename = cradio01.wav - Volume = 50 + Volume = 50% Type = UI End DialogEvent Cin_Psychfx02 Filename = cpsych02.wav - Volume = 90 + Volume = 90% Type = UI End DialogEvent UI_MenuGeneralMouseOver Filename = ugensela.wav - Volume = 30 + Volume = 30% Type = UI PLAYER End DialogEvent Cin_Psychfx01 Filename = cpsych01.wav - Volume = 90 + Volume = 90% Type = UI PLAYER End DialogEvent ZoomFX Filename = czoomfx1.wav - Volume = 90 + Volume = 90% Type = UI End DialogEvent SpyCameraDrama Filename = cspydram.wav - Volume = 75 + Volume = 75% Type = UI End @@ -6962,31 +6962,31 @@ End DialogEvent Cin_BridgeDemoChargeExplosion Filename = cbriexpa.wav Priority = HIGH - Volume = 80 + Volume = 80% End DialogEvent Cin_TrainBridgeExplosion Filename = ctraexpl.wav Priority = HIGH - Volume = 80 + Volume = 80% End DialogEvent Cin_TrainCrash Filename = ctracras.wav Priority = HIGH - Volume = 100 + Volume = 100% End DialogEvent Cin_JetFlyOverHead Filename = cjetflya.wav Priority = HIGH - Volume = 80 + Volume = 80% End DialogEvent WelcomeToGeneralsOnline Filename = euonline.wav Priority = HIGH - Volume = 90 + Volume = 90% End diff --git a/Generals/Data/INI/Voice.ini b/Generals/Data/INI/Voice.ini index 8c1275d..f6feeb5 100644 --- a/Generals/Data/INI/Voice.ini +++ b/Generals/Data/INI/Voice.ini @@ -15,15 +15,15 @@ AudioEvent RangerVoiceSelect Sounds = iransea iranseb iransec iransee iransef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCreate Sounds = iranseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -31,29 +31,29 @@ End AudioEvent RangerVoiceMove Sounds = iranmoa iranmob iranmoc iranmod iranmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceAttack Sounds = iranata iranatb iranatc iranatd iranate iranatf iranatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCapture Sounds = irancaa irancab irancac irancad irancae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCaptureComplete Sounds = irancoa irancob irancoc irancod Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -61,52 +61,52 @@ AudioEvent RangerVoiceClearBuilding Sounds = irancla iranclb iranclc irancl Control = RANDOM Limit = 1 - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceSubdue Sounds = iransba iransbb iransbc iransbd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceGarrison Sounds = irangaa irangab irangac irangad Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceSurrender Sounds = iransua iransub iransuc Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD SHROUDED EVERYONE End AudioEvent RangerVoiceFear Sounds = iranfea iranfeb iranfec iranfed iranfee iranfef iranfeg Control = RANDOM - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% Type = WORLD SHROUDED PLAYER End AudioEvent RangerVoiceBaseAttack Sounds = iranbaa iranbab iranbac iranbad Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RangerVoiceUpgradeFlashBangGrenades Sounds = iranu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -116,23 +116,23 @@ AudioEvent RangerVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - VolumeShift = -20 - Volume = 100 + VolumeShift = -20% + Volume = 100% Type = WORLD VOICE EVERYONE End AudioEvent RangerVoiceBuildingStolen Sounds = iranbsa iranbsb iranbsc Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RangerVoiceModeFlashBang Sounds = iranmfa iranmfb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -140,7 +140,7 @@ End AudioEvent RangerVoiceModeGun Sounds = iranmga iranmgb iranmgc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -148,7 +148,7 @@ End AudioEvent RangerVoiceLaugh Sounds = iranlaa iranlab iranlac Control = RANDOM - Volume = 100 + Volume = 100% Type = WORLD SHROUDED PLAYER End @@ -160,15 +160,15 @@ End AudioEvent MissileDefenderVoiceSelect Sounds = imisseb imissec imissed imissee imissef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceCreate Sounds = imissea ; imissef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -176,28 +176,28 @@ End AudioEvent MissileDefenderVoiceMove Sounds = imismoa imismob imismoc imismod imismoe imismof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceAttack Sounds = imisata imisatb imisatc imisatd imisate imisatf imisatg imisath Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceGarrison Sounds = imisgaa imisgab imisgac imisgad Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceModeLaser Sounds = imismla imismlb ; imislc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -205,23 +205,23 @@ End AudioEvent MissileDefenderVoiceAttackLaser Sounds = imisa2a imisa2b imisa2c imisa2d Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceFear Sounds = imisfea imisfeb imisfec Control = RANDOM - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% Type = WORLD SHROUDED PLAYER End AudioEvent MissileDefenderVoiceSurrender Sounds = imissua imissuc ; imissub Control = RANDOM - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% Type = WORLD SHROUDED EVERYONE End @@ -231,8 +231,8 @@ AudioEvent MissileDefenderVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -241,15 +241,15 @@ End AudioEvent CrusaderTankVoiceSelect Sounds = vcrusea vcruseb vcrusec vcrused vcrusee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceCreate Sounds = vcrusef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -257,35 +257,35 @@ End AudioEvent CrusaderTankVoiceMove Sounds = vcrumoa vcrumob vcrumoc vcrumod vcrumoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceAttack Sounds = vcruata vcruatb vcruatc vcruatd vcruate vcruatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceCrush Sounds = vcrucra vcrucrb vcrucrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceUpgradeCompositeArmor Sounds = vcruu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceDrone Sounds = vcrudra vcrudrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -294,15 +294,15 @@ End AudioEvent TomahawkVoiceSelect Sounds = vtomseb vtomsec vtomsed vtomsee vtomsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceCreate Sounds = vtomsea Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -310,42 +310,42 @@ End AudioEvent TomahawkVoiceMove Sounds = vtommoa vtommob vtommoc vtommod vtommoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceAttack Sounds = vtomata vtomatb vtomatc vtomatd vtomate vtomatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceCrush Sounds = vtomcra vtomcrb vtomcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceDrone Sounds = vtomdra vtomdrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceUpgradeWaypointTargeting Sounds = vtomu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceModeWaypoint Sounds = vtommwa vtommwb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -358,7 +358,7 @@ AudioEvent RaptorVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -367,8 +367,8 @@ AudioEvent RaptorVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -379,7 +379,7 @@ AudioEvent RaptorVoiceMove Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -388,7 +388,7 @@ AudioEvent RaptorVoiceAttackAir Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -397,7 +397,7 @@ AudioEvent RaptorVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -406,8 +406,8 @@ AudioEvent RaptorVoiceLowFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -416,7 +416,7 @@ AudioEvent RaptorVoiceUpgradeFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -425,7 +425,7 @@ AudioEvent RaptorVoiceUpgradeLaserGuidedMissiles Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -434,7 +434,7 @@ AudioEvent RaptorVoiceAirPatrol Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -443,8 +443,8 @@ AudioEvent RaptorVoiceFalling Control = RANDOM ; Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f gradio1g ; Decay = gradio3a gradio3b gradio3c gradio3d gradio3e gradio3f gradio3g - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -458,7 +458,7 @@ AudioEvent ComancheVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -467,8 +467,8 @@ AudioEvent ComancheVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -478,7 +478,7 @@ AudioEvent ComancheVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -487,7 +487,7 @@ AudioEvent ComancheVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -496,7 +496,7 @@ AudioEvent ComancheVoiceAttackRocket Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -505,15 +505,15 @@ AudioEvent ComancheVoiceUpgradeRocketPods Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Sounds = vcomu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ComancheVoiceFalling Sounds = vcomfaa vcomfab vcomfac vcomfad vcomfae Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -522,7 +522,7 @@ AudioEvent ComancheVoiceModeRocketPods Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Sounds = vcoma2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -530,8 +530,8 @@ End AudioEvent ComancheVoiceDie Sounds = vcomfaa vcomfab vcomfac vcomfad vcomfae Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -544,7 +544,7 @@ AudioEvent ChinookVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -553,8 +553,8 @@ AudioEvent ChinookVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -564,7 +564,7 @@ AudioEvent ChinookVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -573,7 +573,7 @@ AudioEvent ChinookVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -582,7 +582,7 @@ AudioEvent ChinookVoiceCombatDrop Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -591,7 +591,7 @@ AudioEvent ChinookVoiceUnload Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -600,7 +600,7 @@ AudioEvent ChinookVoiceSupply Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -609,16 +609,16 @@ AudioEvent ChinookVoiceSuppliesDepleted Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent ChinookVoiceFalling Sounds = vchifac vchifad vchifae vchifaf ; vchifaa vchifab Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -630,7 +630,7 @@ AudioEvent AuroraBomberVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -640,8 +640,8 @@ AudioEvent AuroraBomberVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -651,7 +651,7 @@ AudioEvent AuroraBomberVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -660,7 +660,7 @@ AudioEvent AuroraBomberVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -669,7 +669,7 @@ AudioEvent AuroraBomberVoiceSuperSonic Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -678,7 +678,7 @@ AudioEvent AuroraBomberVoiceModeSuperSonic Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -688,16 +688,16 @@ AudioEvent AuroraBomberVoiceLowFuel Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent AuroraBomberVoiceFalling Sounds = vaurfaa vaurfab vaurfac Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -708,15 +708,15 @@ End AudioEvent AmbulanceVoiceSelect Sounds = vambsea vambseb vambsec vambsed vambsee vambsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceCreate Sounds = vambseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -724,28 +724,28 @@ End AudioEvent AmbulanceVoiceMove Sounds = vambmoa vambmob vambmoc vambmod vambmoe vambmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceHeal Sounds = vambhea vambheb vambhec vambhed vambhee vambhef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceDetox Sounds = vambdea vambdeb vambdec vambded Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceModeDetox Sounds = ; vambmda vambmdb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -753,14 +753,14 @@ End AudioEvent AmbulanceVoiceDrone Sounds = vambdra vambdrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceCrush Sounds = vambcra vambcrb vambcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -771,15 +771,15 @@ End AudioEvent HumveeVoiceSelect Sounds = vhumsea vhumseb vhumsef ; vhumsec vhumsed vhumsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceCreate Sounds = vhumseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -787,49 +787,49 @@ End AudioEvent HumveeVoiceMove Sounds = vhummoa vhummob vhummod vhummoe vhummof ; vhummoc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceAttack Sounds = vhumata vhumatb vhumatc vhumatd vhumate vhumatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceAttackTOW Sounds = vhuma2a vhuma2b vhuma2c vhuma2d vhuma2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceDrone Sounds = vhumdra vhumdrb vhumdrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceCrush Sounds = vhumcra vhumcrb vhumcrc vhumcrd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceUpgradeTowMissiles Sounds = vhumu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceUnload Sounds = vhumuna vhumunb vhumhunc vhumund Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -839,15 +839,15 @@ End AudioEvent ColonelBurtonVoiceSelect Sounds = icolsea icolseb icolsec icolsee icolsef icolseg icolseh Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceCreate Sounds = icolsei Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -855,43 +855,43 @@ End AudioEvent ColonelBurtonVoiceMove Sounds = icolmoa icolmob icolmoc icolmod icolmoe icolclb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceAttack Sounds = icolata icolatb icolatc icolatd icolate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceAttackKnife Sounds = icola2a icola2b icola2c icola2d icola2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceClimb Sounds = icolcla icolclb icolclc icolcld Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceGarrison Sounds = icolgaa icolgab icolgac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceFear Sounds = icolfea icolfeb icolfec icolfed icolfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -900,8 +900,8 @@ AudioEvent ColonelBurtonVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -910,7 +910,7 @@ End AudioEvent ColonelBurtonVoiceModeKnife Sounds = icolmka Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -918,7 +918,7 @@ End AudioEvent ColonelBurtonVoiceModeTimedCharge Sounds = icolmtb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -926,7 +926,7 @@ End AudioEvent ColonelBurtonVoiceModeRemoteCharge Sounds = icolmra Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -935,14 +935,14 @@ End AudioEvent ColonelBurtonVoicePlantTimedCharge Sounds = icola3a icola3b icola3c icola3d icola3e icola3f Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoicePlantRemoteCharge Sounds = icola3a icola3b icola3c icola3d icola3e icola3f Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -950,7 +950,7 @@ End ; AudioEvent ColonelBurtonVoiceDemoChargeTaunt ; Sounds = ; Control = RANDOM -; Volume = 80 +; Volume = 80% ; Type = UI VOICE PLAYER ; End @@ -961,15 +961,15 @@ End AudioEvent DozerUSAVoiceSelect Sounds = vdousea vdouseb vdousec vdoused vdousee vdousef vdouseg vdouseh vdousei Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceCreate Sounds = vdousej Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -977,14 +977,14 @@ End AudioEvent DozerUSAVoiceMove Sounds = vdoumoa vdoumob vdoumoc vdoumoe vdoumof vdoumog ; vdoumod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceCrush Sounds = vdoucra vdoucrb vdoucrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -992,29 +992,29 @@ End AudioEvent DozerUSAVoiceBuild Sounds = vdoubua vdoubub vdoubuc vdoubud vdoubue Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceBuildNot Sounds = vdounoa vdounob vdounoc vdounod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceRepair Sounds = vdourea vdoureb vdourec vdoured vdouree Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceBuildComplete Sounds = vdoucoa vdoucob vdoucoc Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Priority = HIGH Type = WORLD PLAYER GLOBAL End @@ -1023,7 +1023,7 @@ End AudioEvent DozerUSAVoiceClearMine Sounds = vdoucla vdouclb vdouclc vdoucld vdoucle Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1032,15 +1032,15 @@ End AudioEvent PaladinTankVoiceSelect Sounds = vpalsea vpalseb vpalsec vpalsed vpalsee vpalsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceCreate Sounds = vpalseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1048,28 +1048,28 @@ End AudioEvent PaladinTankVoiceMove Sounds = vpalmoa vpalmob vpalmoc vpalmod vpalmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceAttack Sounds = vpalata vpalatb vpalatc vpalatd vpalate ; vpalatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceCrush Sounds = vpalcra vpalcrb vpalcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceDrone Sounds = vpaldra vpaldrb vpaldrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1080,15 +1080,15 @@ End AudioEvent PathfinderVoiceSelect Sounds = ipatsea ipatseb ipatsec ipatsed ipatsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceCreate Sounds = ipatsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1096,37 +1096,37 @@ End AudioEvent PathfinderVoiceMove Sounds = ipatmoa ipatmob ipatmoc ipatmod ipatmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceAttack Sounds = ipatata ipatatb ipatatc ipatatd ipatate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceSurrender Sounds = ipatsua ipatsub ipatsuc Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent PathfinderVoiceGarrison Sounds = ipatgaa ipatgab ipatgac ipatgad Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceFear Sounds = ipatfea ipatfeb ipatfec ipatfed ipatfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1136,8 +1136,8 @@ AudioEvent PathfinderVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD SHROUDED EVERYONE End @@ -1149,7 +1149,7 @@ AudioEvent StealthFighterVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1158,8 +1158,8 @@ AudioEvent StealthFighterVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1169,7 +1169,7 @@ AudioEvent StealthFighterVoiceMove Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1178,7 +1178,7 @@ AudioEvent StealthFighterVoiceAttackAir Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1187,7 +1187,7 @@ AudioEvent StealthFighterVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1196,8 +1196,8 @@ AudioEvent StealthFighterVoiceLowFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Priority = HIGH Type = WORLD PLAYER GLOBAL End @@ -1207,7 +1207,7 @@ AudioEvent StealthFighterVoiceAirPatrol Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1215,8 +1215,8 @@ End AudioEvent StealthFighterVoiceFalling Sounds = vstefaa vstefab vstefac Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1226,45 +1226,45 @@ End AudioEvent PilotVoiceSelect Sounds = ipilsea ipilseb ipilsec ipilsed ipilsee ipilsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PilotVoiceMove Sounds = ipilmoa ipilmob ipilmoc ipilmod ipilmoe ipilmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PilotVoiceEnter Sounds = ipilena ipilenb ipilenc ipilend ipilene Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PilotVoiceEject Sounds = ipileja Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End AudioEvent PilotVoiceFear Sounds = ipilfea ipilfeb ipilfec ipilfed ipilfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End AudioEvent PilotVoiceSurrender Sounds = ipilsua ipilsub ipilsuc Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1274,7 +1274,7 @@ AudioEvent PilotVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1283,15 +1283,15 @@ End AudioEvent POWTruckUSAVoiceSelect Sounds = vpousea vpouseb vpousec vpoused vpousee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceCreate Sounds = vpousef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1299,28 +1299,28 @@ End AudioEvent POWTruckUSAVoiceMove Sounds = vpoumoa vpoumob vpoumoc vpoumod vpoumoe vpoumof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoicePickup Sounds = vpoupia vvpoupib vpoupic vpoupid vpoupie Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceReturn Sounds = vpourea vpoureb vpourec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceCrush Sounds = vpoucra vpoucrb vpoucrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1332,15 +1332,15 @@ End AudioEvent RedGuardVoiceSelect Sounds = iredsea iredseb iredsec iredsed iredsee iredsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceCreate Sounds = iredseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1348,14 +1348,14 @@ End AudioEvent RedGuardVoiceMove Sounds = iredmoa iredmob iredmoc iredmod iredmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceAttack Sounds = iredata iredatb iredatc iredatd iredate iredatf iredatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1364,21 +1364,21 @@ End AudioEvent RedGuardVoiceAttackBayonet Sounds = iredata iredatc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceSubdue Sounds = iredsba iredsbb iredsbc iredsbd iredsbe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceCapture Sounds = iredcaa iredcab iredcac iredcad iredcae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1386,36 +1386,36 @@ AudioEvent RedGuardVoiceCaptureComplete Sounds = iredcoa iredcoc iredcod iredcoe ; iredcob Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent RedGuardVoiceGarrison Sounds = iredgaa iredgab iredgac iredgad iredgae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceUpgradeNationalism Sounds = iredu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceUpgradeStunBullets Sounds = iredu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceModeGun Sounds = iredmga iredmgb iredmgc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1424,8 +1424,8 @@ AudioEvent RedGuardVoiceBaseAttack Sounds = iredbaa iredbab iredbac iredbad Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End @@ -1433,8 +1433,8 @@ AudioEvent RedGuardVoiceLaugh Sounds = iredla iredlab iredlac Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End @@ -1442,8 +1442,8 @@ AudioEvent Cin_RedGuardVoiceLaugh Sounds = iredlab Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End @@ -1451,24 +1451,24 @@ AudioEvent RedGuardVoiceBuildingStolen Sounds = iredbsa iredbsb iredbsc Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RedGuardVoiceSurrender Sounds = iredsua iredsub iredsuc iredsud iredsue Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent RedGuardVoiceFear Sounds = iredfea iredfeb iredfec iredfed iredfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1477,8 +1477,8 @@ AudioEvent RedGuardVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -1489,15 +1489,15 @@ End AudioEvent TankHunterVoiceSelect Sounds = itansea itanseb itansec itansed itansee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceCreate Sounds = itansef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1505,14 +1505,14 @@ End AudioEvent TankHunterVoiceMove Sounds = itanmoa itanmob itanmoc itanmod itanmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceGarrison Sounds = itanmoa itanmob itanmoc itanmod itanmoe Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End @@ -1520,30 +1520,30 @@ End AudioEvent TankHunterVoiceAttack Sounds = itanata itanatb itanatc itanatd itanate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceTNT Sounds = itana2a itana2b itana2c itana2d Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceSurrender Sounds = itansua itansub itansuc Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent TankHunterVoiceFear Sounds = itanfea itanfeb itanfec itanfed itanfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1552,8 +1552,8 @@ AudioEvent TankHunterVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -1564,15 +1564,15 @@ End AudioEvent BattleMasterTankVoiceSelect Sounds = vbatsea vbatseb vbatsec vbatsed vbatsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceCreate Sounds = vbatsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1580,35 +1580,35 @@ End AudioEvent BattleMasterTankVoiceMove Sounds = vbatmoa vbatmob vbatmoc vbatmod vbatmoe vbatmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceAttack Sounds = vbatata vbatatb vbatatc vbatatd vbatate vbatatf vbatcrb vbatcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeNuclear Sounds = vbatu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeDepleted Sounds = vbatu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceCrush Sounds = vbatcra vbatcrb vbatcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1618,15 +1618,15 @@ End AudioEvent InfernoCannonVoiceSelect Sounds = vinfsea vinfseb vinfsec vinfsed vinfsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceCreate Sounds = vinfsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1634,21 +1634,21 @@ End AudioEvent InfernoCannonVoiceMove Sounds = vinfmoa vinfmob vinfmoc vinfmod vinfmoe vinfmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceAttack Sounds = vinfata vinfatb vinfatc vinfatd vinfate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceCrush Sounds = vinfcra vinfcrb vinfcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1660,7 +1660,7 @@ AudioEvent MigVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1669,8 +1669,8 @@ AudioEvent MigVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1680,7 +1680,7 @@ AudioEvent MigVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1689,7 +1689,7 @@ AudioEvent MigVoiceAttackAir Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1698,7 +1698,7 @@ AudioEvent MigVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1707,7 +1707,7 @@ AudioEvent MigVoiceUpgradeMigArmor Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1716,8 +1716,8 @@ AudioEvent MigVoiceLowFuel Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -1726,15 +1726,15 @@ AudioEvent MigVoiceAirPatrol Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MigVoiceFalling Sounds = vmigfaa vmigfab vmigfac vmigfac vmigfad vmigfae Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1745,15 +1745,15 @@ End AudioEvent DragonTankVoiceSelect Sounds = vdrasea vdraseb vdrasec vdrased vdrasee vdrasef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceCreate Sounds = vdraseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1761,35 +1761,35 @@ End AudioEvent DragonTankVoiceMove Sounds = vdramoa vdramob vdramoc vdramod vdramoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceAttack Sounds = vdraata vdraatb vdraatc vdraatd vdraate vdraatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceCrush Sounds = vdramoa vdramob vdramoc vdramod vdramoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceFireStorm Sounds = vdraa2a vdraa2b vdraa2c vdraa2d Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceModeFireStorm Sounds = ; vdramfa vdramfb vdramfc vdramfd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1797,7 +1797,7 @@ End AudioEvent DragonTankVoiceUpgradeBlackNapalm Sounds = vdrau1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1809,15 +1809,15 @@ End AudioEvent HackerVoiceSelect Sounds = ihacsea ihacseb ihacsec ihacsed ihacsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HackerVoiceCreate Sounds = ihacsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1825,14 +1825,14 @@ End AudioEvent HackerVoiceMove Sounds = ihacmoa ihacmob ihacmoc ihacmod ihacmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HackerVoiceGarrison Sounds = ihacmoa ihacmob ihacmoc ihacmod ihacmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1840,14 +1840,14 @@ End AudioEvent HackerVoiceHack Sounds = ihacata ihacatb ihacatc ihacatd ihacate ihacatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HackerVoiceModeHack Sounds = ihacmha ihacmhb ihacmhc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1856,15 +1856,15 @@ AudioEvent HackerVoiceHackComplete Sounds = ihaccoa Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent HackerVoiceModeInternet Sounds = ihaca2a ihaca2b ihaca2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1872,16 +1872,16 @@ End AudioEvent HackerVoiceSurrender Sounds = ihacsua ihacsub Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent HackerVoiceFear Sounds = ihacfea ihacfeb ihacfec ihacfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1890,8 +1890,8 @@ AudioEvent HackerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -1903,15 +1903,15 @@ End AudioEvent TroopCrawlerVoiceSelect Sounds = vtrosea vtroseb vtrosec vtrosed vtrosee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceCreate Sounds = vtrosef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1919,42 +1919,42 @@ End AudioEvent TroopCrawlerVoiceMove Sounds = vtromoa vtromob vtromoc vtromod vtromoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceAttack Sounds = vtroata vtroatb vtroatc vtroatd vtroate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceCrush Sounds = vtrocra vtrocrb vtrocrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceUnload Sounds = vtrouna vtrounb vtrounc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceAssault Sounds = vtroata vtroatb vtroatc vtroatd vtroate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceModeAssault Sounds = vtromaa vtromab Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1967,15 +1967,15 @@ End AudioEvent OverlordTankVoiceSelect Sounds = vovesea voveseb vovesec vovesee vovesef voveseg vovecra ; vovesed Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceCreate Sounds = vovesed Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1983,35 +1983,35 @@ End AudioEvent OverlordTankVoiceMove Sounds = vovemoa vovemob vovemoc vovemod vovemoe vovemof vovemog Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceAttack Sounds = voveata voveatb voveatc voveate voveatf voveatg vovecrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceCrush Sounds = vovecra vovecrb vovecrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceUnload Sounds = voveunb ; voveuna voveunc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceModeBunker Sounds = voveu1a Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2019,7 +2019,7 @@ End AudioEvent OverlordTankVoiceModeSpeakerTower Sounds = voveu2a Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2027,7 +2027,7 @@ End AudioEvent OverlordTankVoiceModeGattling Sounds = voveu3a Control = RANDOM - Volume = 90 + Volume = 90% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -2036,14 +2036,14 @@ End AudioEvent OverlordTankBunkerVoiceCreate Sounds = voveu1b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankGattlingCannonVoiceCreate Sounds = voveu3b Control = RANDOM - Volume = 80 + Volume = 80% Priority = HIGH Type = UI VOICE PLAYER End @@ -2051,7 +2051,7 @@ End AudioEvent OverlordTankPropagandaTowerVoiceCreate Sounds = voveu2b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2061,15 +2061,15 @@ End AudioEvent GattlingTankVoiceSelect Sounds = vgatsea vgatseb vgatsed vgatsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceCreate Sounds = vgatsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2077,35 +2077,35 @@ End AudioEvent GattlingTankVoiceMove Sounds = vgatmoa vgatmob vgatmoc vgatmoe ; vgatmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceAttack Sounds = vgatata vgatatb vgatatc vgatatd vgatate Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceCrush Sounds = vgatcra vgatcrb vgatcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceUpgrade Sounds = vgatu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceRapid Sounds = vgatraa vgatrab vgatrac Control = RANDOM - Volume = 110 + Volume = 110% Type = WORLD PLAYER Limit = 1 End @@ -2116,15 +2116,15 @@ End AudioEvent BlackLotusVoiceSelect Sounds = iblasea iblaseb iblasec iblased iblasee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BlackLotusVoiceCreate Sounds = iblasef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2132,21 +2132,21 @@ End AudioEvent BlackLotusVoiceMove Sounds = iblamoa iblamob iblamoc iblamod iblamoe iblamof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End ; AudioEvent BlackLotusVoiceAttack ; Sounds = iblaata iblaatb iblaatc iblaate iblaatf iblaatg ; Control = RANDOM -; Volume = 90 +; Volume = 90% ; Type = UI VOICE PLAYER ; End AudioEvent BlackLotusVoiceModeBuilding Sounds = iblamba iblambb iblambc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2154,7 +2154,7 @@ End AudioEvent BlackLotusVoiceHackBuilding Sounds = iblahaa iblahab iblahac iblahad iblahae iblahaf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2162,15 +2162,15 @@ AudioEvent BlackLotusVoiceCaptureComplete Sounds = iblacoa Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent BlackLotusVoiceModeVehicle Sounds = iblamva iblamvb iblamvc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2178,7 +2178,7 @@ End AudioEvent BlackLotusVoiceHackVehicle Sounds = iblah2a iblah2b iblah2c iblah2d iblah2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2186,8 +2186,8 @@ AudioEvent BlackLotusVoiceDisableComplete Sounds = iblac2a Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -2195,7 +2195,7 @@ End AudioEvent BlackLotusVoiceModeCash Sounds = iblamma iblammb iblammc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2203,7 +2203,7 @@ End AudioEvent BlackLotusVoiceHackCash Sounds = iblah3a iblah3d ; iblah3e iblah3c iblah3b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2211,16 +2211,16 @@ End AudioEvent BlackLotusVoiceCashComplete Sounds = iblah3e - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent BlackLotusVoiceFear Sounds = iblafea iblafeb iblafec iblafed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -2229,8 +2229,8 @@ AudioEvent BlackLotusVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -2240,15 +2240,15 @@ End AudioEvent SupplyTruckVoiceSelect Sounds = vsupsea vsupseb vsupsec vsupsed vsupsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceCreate Sounds = vsupsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2256,22 +2256,22 @@ End AudioEvent SupplyTruckVoiceMove Sounds = vsupmoa vsupmob vsupmoc vsupmod vsupmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceSupply Sounds = vsupspa vsupspb vsupspc vsupspd vsupspe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceSuppliesDepleted Sounds = vsupsda vsupsdb vsupsdc vsupsdd vsupsde Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2280,7 +2280,7 @@ End AudioEvent SupplyTruckVoiceCrush Sounds = vsupcra vsupcrb vsupcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2290,15 +2290,15 @@ End AudioEvent DozerChinaVoiceSelect Sounds = vdocsea vdocseb vdocsec vdocsed vdocsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceCreate Sounds = vdocsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2306,21 +2306,21 @@ End AudioEvent DozerChinaVoiceMove Sounds = vdocmoa vdocmob vdocmoc vdocmod vdocmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceBuild Sounds = vdocbua vdocbub vdocbuc vdocbud vdocbuf ; vdocbue Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceBuildNot Sounds = vdocnoa vdocnob vdocnoc vdocnod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2328,29 +2328,29 @@ AudioEvent DozerChinaVoiceBuildComplete Sounds = vdoccoa vdoccob vdoccoc vdoccod Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent DozerChinaVoiceRepair Sounds = vdocrea vdocreb vdocrec vdocred Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceCrush Sounds = vdoccra vdoccrb vdoccrc vdoccrd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceClearMine Sounds = vdoccla vdocclb vdocdlc vdoccld Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2359,15 +2359,15 @@ End AudioEvent NukeCannonVoiceSelect Sounds = vnuksea vnukseb vnuksed vnuksee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceCreate Sounds = vnuksef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2375,35 +2375,35 @@ End AudioEvent NukeCannonVoiceMove Sounds = vnukmob vnukmoc vnukmod vnukmoe ; vnukmoa Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceAttack Sounds = vnukata vnukatb vnukatc vnukatd vnukate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceDeploy Sounds = vnukdea vnukdeb vnukdec Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceUnDeploy Sounds = vnukd2a vnukd2b vnuk2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceCrush Sounds = vnukmoc vnukmoe Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End @@ -2413,15 +2413,15 @@ End AudioEvent POWTruckChinaVoiceSelect Sounds = vpocsed vpocsee vpocred ; vpocsea vpocseb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceCreate Sounds = vpocsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2429,35 +2429,35 @@ End AudioEvent POWTruckChinaVoiceMove Sounds = vpocmoa vpocmoc vpocmoe vpocpia vpocpid ; vpocmob vpocmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoicePickup Sounds = vpocpib vpocpic vpocpie Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceReturn Sounds = vpocrea vpocreb vpocrec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceUpgradeSubliminal Sounds = vpocu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceCrush Sounds = vpoccra vpoccrb vpoccrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2467,15 +2467,15 @@ End AudioEvent RebelVoiceSelect Sounds = irebsea irebseb irebsec irebsed irebsee irebsef irebseg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceCreate Sounds = irebseh Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2483,21 +2483,21 @@ End AudioEvent RebelVoiceMove Sounds = irebmoa irebmob irebmoc irebmod irebmoe irebmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceAttack Sounds = irebata irebatb irebatc irebatd irebate irebatf irebatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceCapture Sounds = irebcaa irebcab irebcac irebcad irebcae irebcaf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2505,68 +2505,68 @@ AudioEvent RebelVoiceCaptureComplete Sounds = irebcoa irebcob ; irebcoc irebcod Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent RebelVoiceSubdue Sounds = irebsba irebsbb irebsbc irebsbd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceGarrison Sounds = irebgaa irebgab irebgac irebgad irebgae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceLaugh Sounds = ireblaa ireblab ireblac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceSurrender Sounds = irebsua irebsub irebsuc irebsud irebsue Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent RebelVoiceFear Sounds = irebfea irebfeb irebfec irebfed irebfee irebfef Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End AudioEvent RebelVoiceBaseAttack Sounds = irebbaa irebbab irebbac irebbad Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RebelVoiceBuildingStolen Sounds = irebbsa irebbsb irebbsc Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RebelVoiceModeTranquilizers Sounds = irebmta irebmtb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2574,7 +2574,7 @@ End AudioEvent RebelVoiceModeGun Sounds = irebmga irebmgb irebmgc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2582,21 +2582,21 @@ End AudioEvent RebelVoiceUpgradeAPBullets Sounds = irebu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeCamoflage Sounds = irebu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeTranqDarts Sounds = irebmtc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2607,8 +2607,8 @@ AudioEvent RebelVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD SHROUDED EVERYONE End @@ -2617,15 +2617,15 @@ End AudioEvent TerroristVoiceSelect Sounds = itersea iterseb itersec itersee itersef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceCreate Sounds = iterseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2633,36 +2633,36 @@ End AudioEvent TerroristVoiceMove Sounds = itermoa itermob itermoc itermoe itermof itermog ; itermod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceAttack Sounds = iterata iteratb iteratc iteratd iterate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceEnter Sounds = itermoa itermob itermoc itermoe itermof itermog Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceEnterHostile Sounds = itera2a itera2b itera2c itera2d itera2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceFear Sounds = iterfea iterfeb iterfec iterfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -2672,8 +2672,8 @@ AudioEvent TerroristVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -2682,21 +2682,21 @@ End AudioEvent CarBombVoiceSelect Sounds = vcarsea vcarseb vcarsec vcarsed vcarsee vcarsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CarBombVoiceMove Sounds = vcarmoa vcarmob vcarmoc vcarmod vcarmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CarBombVoiceAttack Sounds = vcarata vcaratb vcaratc vcaratd vcarate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2706,15 +2706,15 @@ End AudioEvent ScorpionTankVoiceSelect Sounds = vscosea vscoseb vscosec vscosed vscosee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceCreate Sounds = vscosef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2722,28 +2722,28 @@ End AudioEvent ScorpionTankVoiceMove Sounds = vscomoa vscomob vscomoc vscomod vscomoe vscomof ; vscomog Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceAttack Sounds = vscoata vscoatb vscoatc vscoatd vscoate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceAttackRocket Sounds = vscoa2a vsco2b vscoa2c vscoa2d vscoa2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceModeRocket Sounds = vscomra vscomrb vscomrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2751,28 +2751,28 @@ End AudioEvent ScorpionTankVoiceUpgradeRocket Sounds = vscou1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceUpgradeToxin Sounds = vscou2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceUpgradeJunkRepair Sounds = vscou3 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceCrush Sounds = vscocra vscocrb vscocrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2783,15 +2783,15 @@ End AudioEvent RocketBuggyVoiceSelect Sounds = vrocsea vrocseb vrocsec vrocsed vrocsee vrocsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceCreate Sounds = vrocseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2799,35 +2799,35 @@ End AudioEvent RocketBuggyVoiceMove Sounds = vrocmoa vrocmob vrocmoc vrocmod vrocmoe vrocmof vroccrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceAttack Sounds = vrocata vrocatb vrocatc vrocatd vrocate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceUpgradeAmmo Sounds = vrocu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceUpgradeAPRockets Sounds = vrocu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceCrush Sounds = vroccra vroccrb vroccrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2838,15 +2838,15 @@ End AudioEvent RadarVanVoiceSelect Sounds = vradsea vradseb vradsec vradsed vradsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceCreate Sounds = vradsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2854,21 +2854,21 @@ End AudioEvent RadarVanVoiceMove Sounds = vradmoa vradmob vradmoc vradmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceCrush Sounds = vradcra vradcrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceUpgradeRadarScan Sounds = vradmoe - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2879,15 +2879,15 @@ End AudioEvent ToxinTractorVoiceSelect Sounds = vtoxsea vtoxseb vtoxsec vtoxsed vtoxsee vtoxsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceCreate Sounds = vtoxseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2895,28 +2895,28 @@ End AudioEvent ToxinTractorVoiceMove Sounds = vtoxmoa vtoxmob vtoxmoc vtoxmod vtoxmoe vtoxmof vtoxmog vtoxmoh Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceAttack Sounds = vtoxata vtoxatb vtoxatc vtoxatd vtoxate vtoxatf vtoxatg ; vtoxath Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceAttackContam Sounds = vtoxa2a vtoxa2b vtoxa2c vtoxa2d vtoxa2e vtoxa2f Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceModeContam Sounds = ; vtoxmca vtoxmcb vtoxmcc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2924,14 +2924,14 @@ End AudioEvent ToxinTractorVoiceUpgradeAnthrax Sounds = vtoxu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceCrush Sounds = vtoxcra vtoxcrb vtoxcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2941,15 +2941,15 @@ End AudioEvent TechnicalVoiceSelect Sounds = vtecsea vtecseb vtecsec vtecsed vtecsee vtecsef Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceCreate Sounds = vtecath Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2957,28 +2957,28 @@ End AudioEvent TechnicalVoiceMove Sounds = vtecmoa vtecmob vtecmoc vtecmod vtecmoe vteccrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceAttack Sounds = vtecata vtecatc vtecatd vtecate vtecatf vtecatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceSalvage Sounds = vtecsaa vtecsab vtecsac vtecsad vtecsae vtecatb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceUnload Sounds = vtecuna vtecunb vtecunc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2986,7 +2986,7 @@ End AudioEvent TechnicalVoiceCrush Sounds = vtecmoa vtecmob vtecmoc vtecmod vtecmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2996,9 +2996,9 @@ AudioEvent TechnicalVoiceDie Control = RANDOM Priority = HIGH Limit = 2 - VolumeShift = -15 + VolumeShift = -15% PitchShift = -5 5 - Volume = 65 + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -3008,15 +3008,15 @@ End AudioEvent BombTruckVoiceSelect Sounds = vbomsea vbomseb vbomsec vbomsed vbomsee vbomsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceCreate Sounds = vbomseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3024,28 +3024,28 @@ End AudioEvent BombTruckVoiceMove Sounds = vbommoa vbommob vbommoc vbommod vbommoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceAttack Sounds = vbomata vbomatb vbomatc vbomatd vbomate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceDisguise Sounds = vbomdsa vbomdsb vbomdsc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceModeDisguise Sounds = vbommda vbommdb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3053,7 +3053,7 @@ End AudioEvent BombTruckVoiceModeHiEx Sounds = vbommha Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3061,7 +3061,7 @@ End AudioEvent BombTruckVoiceModeBioBomb Sounds = vbommba Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3069,14 +3069,14 @@ End AudioEvent BombTruckVoiceUpgradeHiEx Sounds = vbomu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceUpgradeBioBomb Sounds = vbomu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3086,15 +3086,15 @@ End AudioEvent QuadCannonVoiceSelect Sounds = vquasea vquaseb vquasec vquased vquasef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceCreate Sounds = vquasee Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3102,35 +3102,35 @@ End AudioEvent QuadCannonVoiceMove Sounds = vquamoa vquamob vquamoc vquamod vquamoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceAttack Sounds = vquaata vquaatb vquaatc vquaatd vquaate vquacrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceAttackAir Sounds = vquaa2a vquaa2b vquaa2c vquaa2d vquaa2e vquaa2f Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceSalvage Sounds = vquasaa vquasab vquasac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceCrush Sounds = vquaacra vquacrb vquacrc vquacrd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3142,15 +3142,15 @@ End AudioEvent WorkerVoiceSelect Sounds = iworsea iworseb iworsec iworsed iworsee iworsef iworseg iworsei Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceCreate Sounds = iworseh Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3158,28 +3158,28 @@ End AudioEvent WorkerVoiceMove Sounds = iwormoa iwormob iwormoc iwormod iwormoe iwormof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceGarrison Sounds = iworga iworgab iworgac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceBuild Sounds = iworbua iworbub iworbuc iworbud iworbue iworbuf iworbug Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceBuildNot Sounds = iwornoa iwornob iwornoc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3187,8 +3187,8 @@ AudioEvent WorkerVoiceBuildComplete Sounds = iworcoa iworcob iworcoc iworcod Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -3196,43 +3196,43 @@ AudioEvent WorkerVoiceSuppliesDepleted Sounds = iworsda iworsdb iworsdc Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent WorkerVoiceRepair Sounds = iworre iworreb iworrec iworred iworree iworref Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceFortify Sounds = iworfoa iworfob iworfoc iworfod iworfoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceClearMine Sounds = iworcla iworclb iworclc iworcld iworcle iworclf iworclg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceSupply Sounds = iworspa iworspb iworspc iworspd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceUpgradeShoes Sounds = iworu1a iworu1b iwor1c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3242,8 +3242,8 @@ AudioEvent WorkerVoiceFear Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -3253,8 +3253,8 @@ AudioEvent WorkerVoiceSurrender Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3264,8 +3264,8 @@ AudioEvent WorkerVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3276,15 +3276,15 @@ End AudioEvent HijackerVoiceSelect Sounds = ihijsea ihijseb ihijsec ihijsed ihijsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceCreate Sounds = ihijsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3292,21 +3292,21 @@ End AudioEvent HijackerVoiceMove Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceGarrison Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceAttack Sounds = ihijata ihijatb ihijtc ihijatd ihijate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3314,22 +3314,22 @@ End AudioEvent HijackerVoiceEnter Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceEnterHostile Sounds = ihijata ihijatb ihijatc ihijatd ihijate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceFear Sounds = ihijfea ihijfeb ihijfec ihijfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -3339,8 +3339,8 @@ AudioEvent HijackerVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3349,10 +3349,10 @@ AudioEvent HijackDriver Sounds = ihijhia ihijhib ihijhic Attack = ihijweaa Control = RANDOM - Volume = 110 + Volume = 110% MinRange = 200 MaxRange = 800 - MinVolume = 80 + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End @@ -3360,8 +3360,8 @@ End AudioEvent HijackerVoiceSurrender Sounds = ihijfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End @@ -3371,15 +3371,15 @@ End AudioEvent JarmenKellVoiceSelect Sounds = ijarsea ijarseb ijarsed ijarsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceCreate Sounds = ijarsec Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3387,28 +3387,28 @@ End AudioEvent JarmenKellVoiceMove Sounds = ijarmoa ijarmob ijarmoc ijarmod ijarmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceAttack Sounds = ijarata ijaratb ijaratc ijaratd ijarate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceSnipe Sounds = ijara2a ijara2b ijara2c ijara2d ijara2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceModeSnipe Sounds = ijarsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3416,15 +3416,15 @@ End AudioEvent JarmenKellVoiceFear Sounds = ijarfea ijarfeb ijarfec ijarfec ijarfed ijarfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End AudioEvent JarmenKellVoiceGarrison Sounds = ijargaa ijargab ijargac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3434,8 +3434,8 @@ AudioEvent JarmenKellVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3446,15 +3446,15 @@ End AudioEvent ScudLauncherVoiceSelect Sounds = vscusea vscuseb vscusec vscused vscusee vscusef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceCreate Sounds = vscuseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3462,21 +3462,21 @@ End AudioEvent ScudLauncherVoiceMove Sounds = vscumoa vscumob vscumoc vscumod vscumoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceAttack Sounds = vscuata vscuatb vscuatc vscuatd vscuate vscuatf vscuatg vscuath Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceModeAnthrax Sounds = vscumaa ; vscumab Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3484,7 +3484,7 @@ End AudioEvent ScudLauncherVoiceModeHiEx Sounds = vscumha ; vscumhb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3492,7 +3492,7 @@ End AudioEvent ScudLauncherVoiceCrush Sounds = vscucra vscucrb vscucrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3502,15 +3502,15 @@ End AudioEvent MarauderTankVoiceSelect Sounds = vmarsea vmarseb vmarsec vmarsed vmarsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceCreate Sounds = vmarsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3518,21 +3518,21 @@ End AudioEvent MarauderTankVoiceMove Sounds = vmarmoa vmarmob vmarmoc vmarmoe ; vmarmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceAttack Sounds = vmarata vmaratb vmaratc vmaratd vmarate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceSalvage Sounds = vmarsaa vmarsab vmarsac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3540,7 +3540,7 @@ End AudioEvent MarauderTankVoiceCrush Sounds = vmarcra vmarcrb vmarcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3551,15 +3551,15 @@ End AudioEvent POWTruckGLAVoiceSelect Sounds = vpogsea vpogseb vpogsec vpogsed vpogsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceCreate Sounds = vpogsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3567,28 +3567,28 @@ End AudioEvent POWTruckGLAVoiceMove Sounds = vpogmoa vpogmob vpogmoc vpogmod vpogmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoicePickup Sounds = vpogpia vpogpib vpogpic vpogpid vpogpie Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceReturn Sounds = vpogrea vpogreb vpogrec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceCrush Sounds = vpogcra vpogcrb vpogcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3600,15 +3600,15 @@ End AudioEvent RPGTrooperVoiceSelect Sounds = irpgsea irpgseb irpgsec irpgsee irpgseg ; irpgsed irpgseh Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceCreate Sounds = irpgsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3617,37 +3617,37 @@ End AudioEvent RPGTrooperVoiceGarrison Sounds = irpggaa irpggab irpggac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceMove Sounds = irpgmoa irpgmob irpgmoc irpgmod irpgmoe irpgmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceAttack Sounds = irpgata irpgatb irpgatc irpgatd irpgate irpgatf irpgatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceSurrender Sounds = irpgsua irpgsub irpgsuc Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent RPGTrooperVoiceFear Sounds = irpgfea irpgfeb irpgfec irpgfed irpgfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -3656,8 +3656,8 @@ AudioEvent RPGTrooperVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -3667,23 +3667,23 @@ End AudioEvent AngryMobVoiceUpgradeArmTheMob Sounds = iangu1c ; iangu1a iangu1c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AngryMobVoiceUpgradeArmTheMobCrowd Sounds = iangupg Limit = 1 - Volume = 70 + Volume = 70% Type = UI VOICE PLAYER End AudioEvent AngryMobVoiceSelect Sounds = iangsela iangselb iangselc iangseld Control = RANDOM - Volume = 80 + Volume = 80% MinRange = 150 - MinVolume = 70 + MinVolume = 70% Type = WORLD GLOBAL PLAYER End @@ -3692,8 +3692,8 @@ AudioEvent AngryMobVoiceCreate Control = RANDOM MinRange = 300 MaxRange = 2000 - Volume = 90 - MinVolume = 80 + Volume = 90% + MinVolume = 80% Type = WORLD GLOBAL PLAYER End @@ -3701,8 +3701,8 @@ AudioEvent AngryMobVoiceMove Sounds = iangmova iangmovb iangmovc iangmovd iangmove Control = RANDOM MinRange = 100 - Volume = 80 - MinVolume = 70 + Volume = 80% + MinVolume = 70% Type = WORLD GLOBAL PLAYER End @@ -3710,8 +3710,8 @@ AudioEvent AngryMobVoiceAttack Sounds = iangatta iangattb iangattc iangattd iangmovf Control = RANDOM MinRange = 100 - Volume = 80 - MinVolume = 70 + Volume = 80% + MinVolume = 70% Type = WORLD GLOBAL PLAYER End @@ -3719,21 +3719,21 @@ End AudioEvent StingerSoldierVoiceSelect Sounds = Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent StingerSoldierVoiceMove Sounds = Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent StingerSoldierVoiceAttack Sounds = Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3742,7 +3742,7 @@ AudioEvent StingerSoldierVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 + Volume = 90% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -3754,7 +3754,7 @@ End AudioEvent ConvoyTruckVoiceSelect Sounds = vconsea vconseb vconsec vconsed vconsee vconsef vconseg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3762,15 +3762,15 @@ End AudioEvent ConvoyTruckVoiceMove Sounds = vconmoa vconmob vconmoc vconmod vconmoe vconmof vconmog Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent StrategyCenter_HoldTheLineAnnouncement Sounds = bholdthe Priority = CRITICAL - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% MinRange = 1000 MaxRange = 100000 Type = WORLD EVERYONE @@ -3779,8 +3779,8 @@ End AudioEvent StrategyCenter_BombardmentPlanAnnouncement Sounds = bbombard Priority = CRITICAL - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% MinRange = 1000 MaxRange = 100000 Type = WORLD EVERYONE @@ -3789,8 +3789,8 @@ End AudioEvent StrategyCenter_SearchAndDestroyAnnouncement Sounds = bsearcha Priority = CRITICAL - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% MinRange = 1000 MaxRange = 100000 Type = WORLD EVERYONE @@ -3802,8 +3802,8 @@ End AudioEvent StealthDiscoveredSound ; Sounds = YourMajestysChoice ; Priority = HIGH - ; Volume = 100 - ; MinVolume = 80 + ; Volume = 100% + ; MinVolume = 80% ; Type = UI PLAYER End @@ -3813,8 +3813,8 @@ End AudioEvent StealthNeutralizedSound ; Sounds = YourMajestysChoice ; Priority = HIGH - ; Volume = 100 - ; MinVolume = 80 + ; Volume = 100% + ; MinVolume = 80% ; Type = UI PLAYER End @@ -3825,8 +3825,8 @@ End AudioEvent MisGLA02RebelTake Sounds = irebcaf Priority = HIGH - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Type = WORLD GLOBAL EVERYONE End @@ -3834,152 +3834,152 @@ End AudioEvent MisGLA03Civ101 Sounds = mg3ci101 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ201 Sounds = mg3ci201 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ301 Sounds = mg3ci301 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ401 Sounds = mg3ci401 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ501 Sounds = mg3ci501 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ102 Sounds = mg3ci102 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ202 Sounds = mg3ci202 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ302 Sounds = mg3ci302 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ103 Sounds = mg3ci103 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ203 Sounds = mg3ci203 - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ303 Sounds = mg3ci303 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ104 Sounds = mg3ci104 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ204 Sounds = mg3ci204 Priority = HIGH - Volume = 50 - MinVolume = 40 - VolumeShift = -20 + Volume = 50% + MinVolume = 40% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ304 Sounds = mg3ci304 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ105 Sounds = mg3ci105 Priority = HIGH - Volume = 80 - MinVolume = 60 - VolumeShift = -15 + Volume = 80% + MinVolume = 60% + VolumeShift = -15% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ205 Sounds = mg3ci205 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ305 Sounds = mg3ci305 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End @@ -3987,108 +3987,108 @@ End AudioEvent MisGLA03Civ106 Sounds = mg3ci106 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ206 Sounds = mg3ci206 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ306 Sounds = mg3ci306 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ107 Sounds = mg3ci107 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ207 Sounds = mg3ci207 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ307 Sounds = mg3ci307 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ108 Sounds = mg3ci108 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ109 Sounds = mg3ci109 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ308 Sounds = mg3ci308 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard101 Sounds = mg3re101 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard201 Sounds = mg3re201 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard301 Sounds = mg3re301 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End @@ -4096,339 +4096,339 @@ AudioEvent MisGLA03RebelCapturedBuilding Sounds = irebcoa Priority = HIGH Control = RANDOM - Volume = 90 - MinVolume = 80 + Volume = 90% + MinVolume = 80% Type = WORLD PLAYER GLOBAL End AudioEvent MisGLA04AngryMob01 Sounds = mg4ang01 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob02 Sounds = mg4ang02 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob03 Sounds = mg4ang03 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob04 Sounds = mg4ang04 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob05 Sounds = mg4ang05 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob06 Sounds = mg4ang06 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob07 Sounds = mg4ang07 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob08 Sounds = mg4ang08 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob09 Sounds = mg4ang09 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob10 Sounds = mg4ang10 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob11 Sounds = mg4ang11 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob12 Sounds = mg4ang12 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob13 Sounds = mg4ang13 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob14 Sounds = mg4ang14 - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob15 Sounds = mg4ang15 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob16 Sounds = mg4ang16 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob17 Sounds = mg4ang17 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob18 Sounds = mg4ang18 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob19 Sounds = mg4ang19 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob20 Sounds = mg4ang20 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob21 Sounds = mg4ang21 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob22 Sounds = mg4ang22 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob23 Sounds = mg4ang23 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob24 Sounds = mg4ang24 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob25 Sounds = mg4ang25 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob26 Sounds = mg4ang26 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob27 Sounds = mg4ang27 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob28 Sounds = mg4ang28 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob29 Sounds = mg4ang29 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob30 Sounds = mg4ang30 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob31 Sounds = mg4ang31 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob32 Sounds = mg4ang32 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground01 Sounds = mg8gro01 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground02 Sounds = mg8gro02 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground03 Sounds = mg8gro03 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground04 Sounds = mg8gro04 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground05 Sounds = mg8gro05 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisChi01BombTruck101 Sounds = mc1tr101 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End diff --git a/Generals/Maps/CHI03/map.ini b/Generals/Maps/CHI03/map.ini index 42fbd9f..211d5cc 100644 --- a/Generals/Maps/CHI03/map.ini +++ b/Generals/Maps/CHI03/map.ini @@ -255,7 +255,7 @@ End AudioEvent BridgeDamaged Sounds = gbridama gbridamb Control = RANDOM - Volume = 120 + Volume = 120% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -264,10 +264,10 @@ End AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -20 20 Limit = 2 - Volume = 120 + Volume = 120% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End diff --git a/Generals/Maps/CHI04/map.ini b/Generals/Maps/CHI04/map.ini index ba04f48..2053417 100644 --- a/Generals/Maps/CHI04/map.ini +++ b/Generals/Maps/CHI04/map.ini @@ -39,14 +39,14 @@ End AudioEvent RadarLockOnTone Sounds = cloctone - Volume = 200 + Volume = 200% Type = UI PLAYER End AudioEvent AmbientWindCold Control = INTERRUPT RANDOM Priority = HIGH - Volume = 110 + Volume = 110% Sounds = awind3a awind3a Type = WORLD SHROUDED EVERYONE End @@ -54,42 +54,42 @@ End AudioEvent Cin_MigFalling Sounds = cmigfala Priority = HIGH - Volume = 100 + Volume = 100% Type = WORLD PLAYER End AudioEvent Cin_SonicBoom Sounds = csonicbo Priority = HIGH - Volume = 130 + Volume = 130% Type = UI End DialogEvent Cin_JetFlyOverHead Filename = cjetflya.wav Priority = HIGH - Volume = 100 + Volume = 100% End AudioEvent NeutronMissileRelease Sounds = bneutlau Priority = HIGH - Volume = 90 + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent RadarLockOnTone Sounds = cloctone - Volume = 30 + Volume = 30% Type = UI PLAYER End AudioEvent MigVoiceFalling Sounds = vmigfac Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End diff --git a/Generals/Maps/CHI05/map.ini b/Generals/Maps/CHI05/map.ini index 5136651..3ee679d 100644 --- a/Generals/Maps/CHI05/map.ini +++ b/Generals/Maps/CHI05/map.ini @@ -131,7 +131,7 @@ AudioEvent CINE_B52AmbientLoop Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 50 + Volume = 50% Limit = 3 PitchShift = -5 5 Type = WORLD SHROUDED EVERYONE diff --git a/Generals/Maps/GLA04/map.ini b/Generals/Maps/GLA04/map.ini index 8b1497a..14b0eeb 100644 --- a/Generals/Maps/GLA04/map.ini +++ b/Generals/Maps/GLA04/map.ini @@ -503,9 +503,9 @@ End ; Sounds = gcarcrua ; Control = INTERRUPT ; Limit = 2 -; VolumeShift = -20 +; VolumeShift = -20% ; PitchShift = -10 10 -; Volume = 120 +; Volume = 120% ; Type = WORLD SHROUDED EVERYONE ; End @@ -513,9 +513,9 @@ End ; Sounds = gexpglaa gexpglab ; Control = RANDOM ; Priority = LOW -; VolumeShift = -10 +; VolumeShift = -10% ; PitchShift = -2 2 -; Volume = 100 +; Volume = 100% ; Type = WORLD SHROUDED EVERYONE ; End @@ -529,7 +529,7 @@ End ; PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 400 -; Volume = 70 +; Volume = 70% ; Type = WORLD SHROUDED EVERYONE ; End @@ -538,7 +538,7 @@ End ; Control = RANDOM ; Limit = 2 ; PitchShift = -5 5 -; Volume = 100 +; Volume = 100% ; Type = UI ; End @@ -547,8 +547,8 @@ End ; Control = RANDOM INTERRUPT ; Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e ; PitchShift = -10 10 -; VolumeShift = -10 -; Volume = 110 +; VolumeShift = -10% +; Volume = 110% ; Limit = 3 ; Type = WORLD SHROUDED EVERYONE ; End diff --git a/GeneralsZH/Data/INI/AudioSettings.ini b/GeneralsZH/Data/INI/AudioSettings.ini index 97075f1..9abd8e0 100644 --- a/GeneralsZH/Data/INI/AudioSettings.ini +++ b/GeneralsZH/Data/INI/AudioSettings.ini @@ -19,7 +19,7 @@ AudioSettings TimeBetweenDrawableSounds = 1000 ; How many ms should run between attempts to play ambient drawable sounds? (These get culled fairly frequently, so this should probably happen about 1/sec) TimeToFadeAudio = 2000 ; How many ms should audio take to fade in/out. AudioFootprintInBytes = 4194304 ; 4 MB for now. We could adjust this later. - MinSampleVolume = 2 ; Sounds quieter than this will be clipped out + MinSampleVolume = 2% ; Sounds quieter than this will be clipped out Relative2DVolume = -10% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%. ; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%. diff --git a/GeneralsZH/Data/INI/Default/Music.ini b/GeneralsZH/Data/INI/Default/Music.ini index 6c0daf0..33a3990 100644 --- a/GeneralsZH/Data/INI/Default/Music.ini +++ b/GeneralsZH/Data/INI/Default/Music.ini @@ -4,5 +4,5 @@ MusicTrack DefaultMusicTrack Filename = NoFilename ; Filename with extension - Volume = 100.0 ; Music volume + Volume = 100.0% ; Music volume End diff --git a/GeneralsZH/Data/INI/Default/SoundEffects.ini b/GeneralsZH/Data/INI/Default/SoundEffects.ini index b2aff89..85ead34 100644 --- a/GeneralsZH/Data/INI/Default/SoundEffects.ini +++ b/GeneralsZH/Data/INI/Default/SoundEffects.ini @@ -3,9 +3,9 @@ ; default in case there isn't one for a global sound. AudioEvent DefaultSoundEffect - Volume = 100 + Volume = 100% Priority = HIGH - MinVolume = 40 + MinVolume = 40% Control = RANDOM Limit = 4 MinRange = 175.00 diff --git a/GeneralsZH/Data/INI/Default/Speech.ini b/GeneralsZH/Data/INI/Default/Speech.ini index 4ed7c36..103fb8d 100644 --- a/GeneralsZH/Data/INI/Default/Speech.ini +++ b/GeneralsZH/Data/INI/Default/Speech.ini @@ -2,6 +2,6 @@ ; Default Dialog event. DialogEvent DefaultDialog - Volume = 100 + Volume = 100% Type = UI EVERYONE End diff --git a/GeneralsZH/Data/INI/Mouse.ini b/GeneralsZH/Data/INI/Mouse.ini index 66f7425..db25ae5 100644 --- a/GeneralsZH/Data/INI/Mouse.ini +++ b/GeneralsZH/Data/INI/Mouse.ini @@ -16,7 +16,7 @@ Mouse TooltipShadowColor = R:0 G:0 B:0 A:255 TooltipBorderColor = R:60 G:60 B:155 A:255 TooltipBackgroundColor = R:20 G:20 B:20 A:255 - TooltipWidth = 20 ; in percentage of screen width + TooltipWidth = 20% ; in percentage of screen width UseTooltipAltTextColor = NO ; use player colors for tooltip text? UseTooltipAltBackColor = YES ; use player colors for tooltip backgrounds? AdjustTooltipAltColor = YES ; alter (brighten/darken) player colors for tooltips? diff --git a/GeneralsZH/Data/INI/Music.ini b/GeneralsZH/Data/INI/Music.ini index a2b87c8..b592e1f 100644 --- a/GeneralsZH/Data/INI/Music.ini +++ b/GeneralsZH/Data/INI/Music.ini @@ -20,7 +20,7 @@ End ; MusicTrack Track5 ; Filename = FK-Track01.mp3 -; Volume = 60 +; Volume = 60% ; End diff --git a/GeneralsZH/Data/INI/SoundEffects.ini b/GeneralsZH/Data/INI/SoundEffects.ini index 4c8b130..be22c9e 100644 --- a/GeneralsZH/Data/INI/SoundEffects.ini +++ b/GeneralsZH/Data/INI/SoundEffects.ini @@ -11,7 +11,7 @@ AudioEvent GenericTankMoveLoop Sounds = vgenlo2a vgenlo2b vgenlo2c Attack = vgenlo1a Decay = vgenlo3a - Volume = 40 + Volume = 40% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -22,18 +22,18 @@ AudioEvent Explosion Priority = LOW Limit = 2 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 - LowPassCutoff = 50 + VolumeShift = -20% + Volume = 90% + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End AudioEvent GenericTankGunFire Sounds = vcruweaa vcruweab vcruweac PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 2 - Volume = 90 + Volume = 90% Control = INTERRUPT RANDOM Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -41,7 +41,7 @@ End AudioEvent CarAlarm Sounds = gcaralaa vgendiea vgendieb vgendiec - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -51,8 +51,8 @@ AudioEvent F15MoveLoop ; Attack = vb52lo1a Decay = vb52lo3a Priority = LOW - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 MinRange = 100 MaxRange = 600 @@ -61,7 +61,7 @@ End AudioEvent ParachuteDrop Sounds = sparadra - VolumeShift = -15 + VolumeShift = -15% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -69,8 +69,8 @@ End AudioEvent AirRaidSiren Sounds = gairraid - Volume = 70 - MinVolume = 50 + Volume = 70% + MinVolume = 50% Priority = CRITICAL MinRange = 500 MaxRange = 5000 @@ -80,7 +80,7 @@ End AudioEvent GenericMachineGunFire Sounds = iseaatta iseaattb Priority = LOW - Volume = 60 + Volume = 60% ; MinRange = 100 ; MaxRange = 500 PitchShift = -10 10 @@ -93,7 +93,7 @@ AudioEvent HeroUSAKnifeAttack Control = RANDOM Limit = 2 Priority = LOW - Volume = 60 + Volume = 60% ; MinRange = 100 ; MaxRange = 500 PitchShift = -10 10 @@ -104,7 +104,7 @@ AudioEvent BuildingDestroy Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -10 + VolumeShift = -10% PitchShift = -2 2 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -116,8 +116,8 @@ AudioEvent BuildingDamage Control = RANDOM INTERRUPT Limit = 2 PitchShift = -3 3 - VolumeShift = -20 - Volume = 65 + VolumeShift = -20% + Volume = 65% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -128,10 +128,10 @@ AudioEvent ExplosionDirt Priority = LOW Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -2 2 Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -139,7 +139,7 @@ AudioEvent BuildingShatter Sounds = gexpglaa gexpglab Control = RANDOM Priority = NORMAL - VolumeShift = -10 + VolumeShift = -10% PitchShift = -2 2 Type = WORLD SHROUDED EVERYONE End @@ -148,9 +148,9 @@ AudioEvent MolotovCocktailShatter Sounds = gexpmola gexpmolb gexpmolc gexpmold gexpmole gexpmolf Control = INTERRUPT RANDOM Priority = NORMAL - VolumeShift = -10 + VolumeShift = -10% PitchShift = -20 40 - Volume = 35 + Volume = 35% Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -159,13 +159,13 @@ End AudioEvent GUIClick Sounds = umenucla Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIClickDisabled Sounds = umenucle - Volume = 30 + Volume = 30% Priority = HIGH Type = UI PLAYER End @@ -173,63 +173,63 @@ End AudioEvent GUIComboBoxClick Sounds = umenuclb Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIMessageReceived Sounds = umenucld Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIBlip Sounds = umenuclc Priority = HIGH - Volume = 40 + Volume = 40% Type = UI EVERYONE End AudioEvent GUIShawoosh Sounds = ccoloriz - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUITypeText Sounds = utext1a Priority = HIGH - VolumeShift = -10 - Volume = 30 + VolumeShift = -10% + Volume = 30% Type = UI EVERYONE End AudioEvent GUIBlop Sounds = umenucle Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIBlipityBlip Sounds = umenucld Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUIStatic Sounds = umenusta Priority = HIGH - Volume = 70 + Volume = 70% Type = UI EVERYONE End AudioEvent GUIBoarderFadeIn Sounds = uboarder Priority = HIGH - Volume = 55 + Volume = 55% Control = INTERRUPT Limit = 1 Type = UI EVERYONE @@ -238,7 +238,7 @@ End AudioEvent GUITransitionFade Sounds = ubutton2 Priority = HIGH - Volume = 45 + Volume = 45% Control = INTERRUPT Limit = 1 Type = UI EVERYONE @@ -248,21 +248,21 @@ AudioEvent GUIButtonsFadeIn Sounds = ubuttons Priority = HIGH Control = INTERRUPT - Volume = 45 + Volume = 45% Limit = 2 Type = UI EVERYONE End AudioEvent GUILogoShrink Sounds = ulogoshr Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End AudioEvent GUILogoMouseOver Sounds = ulogomou Priority = HIGH - Volume = 55 + Volume = 55% Control = INTERRUPT Limit = 2 Type = UI EVERYONE @@ -271,14 +271,14 @@ End AudioEvent GUILogoSelect Sounds = ulogosel Priority = HIGH - Volume = 40 + Volume = 40% Type = UI EVERYONE End AudioEvent GUISliderBeep Sounds = uslider Priority = HIGH - Volume = 30 + Volume = 30% Type = UI EVERYONE End @@ -286,7 +286,7 @@ AudioEvent GUIScoreScreenPictures Sounds = uscoscrb ; uscoscra Control = INTERRUPT Priority = LOW - Volume = 50 + Volume = 50% Limit = 8 Type = WORLD EVERYONE End @@ -294,7 +294,7 @@ End AudioEvent GUIScoreScreenTick Sounds = uscortic Priority = HIGH - Volume = 30 + Volume = 30% Control = INTERRUPT Limit = 1 Type = WORLD EVERYONE @@ -303,7 +303,7 @@ End AudioEvent GUICommunicatorOpen Sounds = ucomopen Priority = HIGH - Volume = 40 + Volume = 40% Type = UI EVERYONE End @@ -311,42 +311,42 @@ End AudioEvent GUICommunicatorIncoming Sounds = ucommess Priority = HIGH - Volume = 40 + Volume = 40% Type = UI EVERYONE End AudioEvent GUICommandBarClick Sounds = umenuclf ; ucombo Priority = HIGH - Volume = 45 + Volume = 45% Type = UI EVERYONE End AudioEvent GUIGenShortcutClick Sounds = ubutton3 ; ucombo Priority = HIGH - Volume = 55 + Volume = 55% Type = UI EVERYONE End AudioEvent RadarEvent Sounds = Priority = HIGH - Volume = 55 + Volume = 55% Type = UI PLAYER End AudioEvent PlaceBuilding Sounds = gconst1a - Volume = 45 + Volume = 45% Type = WORLD PLAYER Priority = LOW End AudioEvent CarMount Sounds = gcarmoua gcarmoub gcarmouc - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -356,9 +356,9 @@ AudioEvent CarCrush Sounds = gcarcrua Control = INTERRUPT Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -372,7 +372,7 @@ AudioEvent TurretMoveLoop PitchShift = -26 -16 MinRange = 100 MaxRange = 600 - Volume = 10 + Volume = 10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -385,15 +385,15 @@ AudioEvent TurretMoveLoopLoud PitchShift = -70 -50 MinRange = 100 MaxRange = 600 - Volume = 30 + Volume = 30% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent CrushTree Sounds = gtreimpa gtreimpb gtreimpc gtreimpd - Volume = 55 - VolumeShift = -20 + Volume = 55% + VolumeShift = -20% PitchShift = -10 10 ; MinRange = 100.00 ; MaxRange = 250.00 @@ -403,7 +403,7 @@ End AudioEvent FireHydrantBreak Sounds = ghydimpa - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -411,9 +411,9 @@ End AudioEvent GasStationDie Sounds = gexpgasa - Volume = 110 + Volume = 110% Limit = 1 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -422,8 +422,8 @@ End AudioEvent LampPostShear Sounds = glamimpa - Volume = 55 - VolumeShift = -20 + Volume = 55% + VolumeShift = -20% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -431,8 +431,8 @@ End AudioEvent InfantryCrush Sounds = ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -442,9 +442,9 @@ AudioEvent VehicleDebris Sounds = gvehdeba gvehdebb gvehdebc gvehdebd gvehdebe Control = RANDOM Priority = LOWEST - Volume = 40 + Volume = 40% Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -452,9 +452,9 @@ End AudioEvent StreetSignImpact Sounds = gsigimpa Control = INTERRUPT - Volume = 70 + Volume = 70% Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -462,7 +462,7 @@ End AudioEvent EMPPulseWhoosh Sounds = sempexpl - Volume = 110 + Volume = 110% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -471,9 +471,9 @@ End AudioEvent TreeBounce Sounds = gtreboua - Volume = 60 + Volume = 60% Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 250 @@ -483,9 +483,9 @@ End AudioEvent LampPostBounce Sounds = glamboua - Volume = 65 + Volume = 65% Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -494,7 +494,7 @@ End AudioEvent NeutronMissileRelease Sounds = bneutlau Priority = HIGH - Volume = 90 + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -505,7 +505,7 @@ AudioEvent NapalmMissileMoveLoop Sounds = iroclo2a iroclo2b iroclo2c Attack = iroclo1 Decay = iroclo3 - Volume = 40 + Volume = 40% MinRange = 100 MaxRange = 600 Limit = 2 @@ -519,9 +519,9 @@ AudioEvent FireStormMissileWeapon Control = INTERRUPT RANDOM Priority = LOW Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -529,9 +529,9 @@ End AudioEvent FireStorm Sounds = gfiresta Priority = HIGH - Volume = 105 + Volume = 105% Limit = 1 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -539,9 +539,9 @@ End AudioEvent BlackNapalmFireStorm Sounds = gfiresta Priority = HIGH - Volume = 105 + Volume = 105% Limit = 1 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -551,11 +551,11 @@ AudioEvent ExplosionBarrel Sounds = gexpbara gexpbarb gexpbarc gexpbard gexpbare gexpbarf Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -20 20 - Volume = 100 + Volume = 100% Priority = LOW - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -563,11 +563,11 @@ AudioEvent CINE_ExplosionBarrel01 Sounds = gbridama gbridamb gexpdirb Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -20 20 - Volume = 100 + Volume = 100% Priority = LOW - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -575,17 +575,17 @@ AudioEvent CINE_ExplosionBarrel02 Sounds = gbridama gexpcard gexpglab Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -20 20 - Volume = 100 + Volume = 100% Priority = LOW - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End AudioEvent PoliceCarDie Sounds = vcopdia - Volume = 60 + Volume = 60% Limit = 2 ; MinRange = 100 ; MaxRange = 400 @@ -596,8 +596,8 @@ AudioEvent GarrisonEnter Sounds = ggarenta ggarentb ggarentc Control = RANDOM PitchShift = -10 10 - Volume = 70 - VolumeShift = -20 + Volume = 70% + VolumeShift = -20% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -606,40 +606,40 @@ AudioEvent GarrisonExit Sounds = ggarexia ggarexib ggarexic Control = RANDOM PitchShift = -10 10 - VolumeShift = -20 - Volume = 80 + VolumeShift = -20% + Volume = 80% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent EnterPOWTruck Sounds = ggarenta - Volume = 80 - VolumeShift = -20 + Volume = 80% + VolumeShift = -20% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent ExitPOWTruck Sounds = ggarexia - VolumeShift = -20 - Volume = 80 + VolumeShift = -20% + Volume = 80% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent EnterPrison Sounds = ggarenta - Volume = 80 - VolumeShift = -20 + Volume = 80% + VolumeShift = -20% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent ExitPrison Sounds = ggarexia - VolumeShift = -20 - Volume = 80 + VolumeShift = -20% + Volume = 80% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -647,7 +647,7 @@ End AudioEvent RallyPointSet Sounds = uralset1 Priority = HIGH - Volume = 60 + Volume = 60% Type = WORLD PLAYER End @@ -655,14 +655,14 @@ AudioEvent UnableToSetRallyPoint Sounds = uralsetn ; MinRange = 200 ; MaxRange = 500 - MinVolume = 70 + MinVolume = 70% Priority = HIGH Type = WORLD PLAYER End AudioEvent NoCanDoSound Sounds = uralsetn - MinVolume = 30 + MinVolume = 30% Priority = HIGH Type = UI PLAYER End @@ -670,7 +670,7 @@ End AudioEvent NoCanPurchase Sounds = uralsetn - MinVolume = 30 + MinVolume = 30% Priority = HIGH Type = UI PLAYER End @@ -684,9 +684,9 @@ AudioEvent RangerCombatDropKillSound Control = RANDOM Priority = LOW PitchShift = -1 1 - VolumeShift = -15 + VolumeShift = -15% Limit = 4 - Volume = 75 ; 55 test + Volume = 75% ; 55 test MinRange = 400 MaxRange = 800 Type = WORLD EVERYONE @@ -697,9 +697,9 @@ AudioEvent RangerWeapon Control = RANDOM Priority = NORMAL PitchShift = -2 2 - VolumeShift = -15 + VolumeShift = -15% Limit = 3 - Volume = 60 + Volume = 60% ; MinRange = 200 ; MaxRange = 800 Type = WORLD SHROUDED EVERYONE @@ -709,8 +709,8 @@ AudioEvent CrusaderTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -721,8 +721,8 @@ AudioEvent CrusaderTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -730,10 +730,10 @@ End AudioEvent CrusaderTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM - Volume = 55 + Volume = 55% PitchShift = -2 2 Delay = 0 1000 - VolumeShift = -10 + VolumeShift = -10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -742,8 +742,8 @@ AudioEvent MilitiaTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -754,8 +754,8 @@ AudioEvent MilitiaTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 50 + VolumeShift = -10% + Volume = 50% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -763,10 +763,10 @@ End AudioEvent MilitiaTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM - Volume = 55 + Volume = 55% PitchShift = -2 2 Delay = 0 1000 - VolumeShift = -10 + VolumeShift = -10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -777,8 +777,8 @@ AudioEvent BattleDroneMoveStart Priority = LOW Delay = 0 800 PitchShift = -10 10 - VolumeShift = -10 - Volume = 50 + VolumeShift = -10% + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -788,9 +788,9 @@ AudioEvent BattleDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 55 + Volume = 55% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -800,9 +800,9 @@ AudioEvent HellfireDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 55 + Volume = 55% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -811,9 +811,9 @@ AudioEvent BattleDroneDie Sounds = vdrodiea vdrodieb vdrodiec Control = RANDOM Limit = 3 - Volume = 75 + Volume = 75% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -823,8 +823,8 @@ AudioEvent ScoutDroneMoveStart Priority = LOW Delay = 0 800 PitchShift = -2 2 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -834,9 +834,9 @@ AudioEvent ScoutDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 65 + Volume = 65% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -845,9 +845,9 @@ AudioEvent ScoutDroneDie Sounds = vdr2diea vdr2dieb vdr2diec Control = RANDOM Limit = 3 - Volume = 75 + Volume = 75% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -857,9 +857,9 @@ AudioEvent SpyDroneCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 75 + Volume = 75% PitchShift = -10 10 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD PLAYER End @@ -870,8 +870,8 @@ AudioEvent TomahawkMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -15 - Volume = 60 + VolumeShift = -15% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -880,8 +880,8 @@ AudioEvent MedicMoveStart Priority = LOW Delay = 0 800 PitchShift = -10 10 - VolumeShift = -10 - Volume = 50 + VolumeShift = -10% + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -890,8 +890,8 @@ AudioEvent DozerUSAMoveStart Delay = 0 800 Priority = LOW PitchShift = -10 10 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -901,8 +901,8 @@ AudioEvent NukeCannonMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -15 - Volume = 70 + VolumeShift = -15% + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -913,8 +913,8 @@ AudioEvent OverlordTankMoveStart Priority = LOW Limit = 3 PitchShift = -5 5 - VolumeShift = -15 - Volume = 95 + VolumeShift = -15% + Volume = 95% MinRange = 225 Type = WORLD SHROUDED EVERYONE End @@ -925,8 +925,8 @@ AudioEvent InfernoCannonMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 75 + VolumeShift = -10% + Volume = 75% Type = WORLD SHROUDED EVERYONE End @@ -936,8 +936,8 @@ AudioEvent DragonTankWeaponLoop Attack = vdralo1a Decay = vdralo3a PitchShift = -10 0 - VolumeShift = -15 - Volume = 50 + VolumeShift = -15% + Volume = 50% MinRange = 100 MaxRange = 600 Limit = 2 @@ -952,8 +952,8 @@ AudioEvent DragonTankMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -962,8 +962,8 @@ AudioEvent TroopCrawlerMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -15 - Volume = 70 + VolumeShift = -15% + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -973,8 +973,8 @@ AudioEvent ScudLauncherMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -982,7 +982,7 @@ AudioEvent BattleMasterTankMoveStart Sounds = vbatstaa vbatstab vbatstac vbatstad PitchShift = -10 0 Delay = 0 800 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -991,8 +991,8 @@ AudioEvent BattlemasterTankWeapon Sounds = vbatweaa vbatweab vbatweac Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -20 - Volume = 85 + VolumeShift = -20% + Volume = 85% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1004,8 +1004,8 @@ AudioEvent PaladinTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -1015,8 +1015,8 @@ AudioEvent PaladinTankWeapon Sounds = vpalweaa vpalweab vpalweac Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -20 - Volume = 115 + VolumeShift = -20% + Volume = 115% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1028,8 +1028,8 @@ AudioEvent RebelWeapon Limit = 3 Priority = NORMAL PitchShift = -2 2 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -1039,8 +1039,8 @@ AudioEvent RebelWeaponTranquilizer Limit = 2 Priority = NORMAL PitchShift = -10 10 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1048,8 +1048,8 @@ AudioEvent InfernoCannonWeapon Sounds = vinfweaa vinfweab vinfweac Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -10 - Volume = 105 + VolumeShift = -10% + Volume = 105% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1061,8 +1061,8 @@ AudioEvent ScorpionTankMoveStart Delay = 0 400 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -1072,8 +1072,8 @@ AudioEvent MarauderTankMoveStart Delay = 0 400 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -1082,9 +1082,9 @@ AudioEvent MarauderTankWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1094,9 +1094,9 @@ AudioEvent ScorpionMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -1107,9 +1107,9 @@ AudioEvent StingerMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 85 + Volume = 85% Type = WORLD SHROUDED EVERYONE End @@ -1118,9 +1118,9 @@ AudioEvent ComancheMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1129,9 +1129,9 @@ AudioEvent ComancheRocketPodWeaponSound Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1140,9 +1140,9 @@ AudioEvent RocketBuggyWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 4 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 70 + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -1153,8 +1153,8 @@ AudioEvent RocketBuggyMoveStart Delay = 0 400 Priority = LOW PitchShift = -2 2 - VolumeShift = -10 - Volume = 50 + VolumeShift = -10% + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -1163,8 +1163,8 @@ AudioEvent ToxinTractorMoveStart Delay = 0 400 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -1172,9 +1172,9 @@ AudioEvent TechnicalWeapon Control = RANDOM INTERRUPT Sounds = vtecweaa vtecweab vtecweac vtecwead vtecweae Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 55 + Volume = 55% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1183,8 +1183,8 @@ AudioEvent TechnicalWeaponLoop1 Control = LOOP ALL RANDOM Sounds = vteclo1a vteclo1b vteclo1c vteclo1d Decay = vteclo1e - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1193,8 +1193,8 @@ AudioEvent TechnicalWeaponLoop2 Control = LOOP ALL RANDOM Sounds = vteclo2a vteclo2b vteclo2c Decay = vteclo2d - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1206,8 +1206,8 @@ AudioEvent TechnicalMoveStart Priority = LOW Delay = 0 1400 PitchShift = -10 10 - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Type = WORLD SHROUDED EVERYONE End @@ -1218,8 +1218,8 @@ AudioEvent BombTruckMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -1228,8 +1228,8 @@ AudioEvent QuadCannonWeapon Control = INTERRUPT RANDOM PitchShift = -10 10 Limit = 2 - VolumeShift = -15 - Volume = 75 + VolumeShift = -15% + Volume = 75% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1239,17 +1239,17 @@ AudioEvent QuadCannonMoveStart Delay = 0 700 Priority = LOW PitchShift = -2 2 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Type = WORLD SHROUDED EVERYONE End AudioEvent SupplyTruckMoveStart Sounds = vcarstaa vcarstab vcarstac - Volume = 50 + Volume = 50% PitchShift = -5 5 Delay = 0 500 - VolumeShift = -20 + VolumeShift = -20% Control = RANDOM Limit = 3 Priority = LOW @@ -1261,8 +1261,8 @@ AudioEvent DozerChinaMoveStart Delay = 0 800 Priority = LOW PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -1273,126 +1273,126 @@ End AudioEvent CommandCenterUSASelect Sounds = bcmasela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent CommandCenterChinaSelect Sounds = bcmcsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent CommandCenterGLASelect Sounds = bcmgsela Limit = 1 - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent WarFactoryUSASelect Sounds = bwaasela Limit = 1 - Volume = 45 + Volume = 45% Type = UI PLAYER End AudioEvent WarFactoryChinaSelect Sounds = bwacsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent WarFactoryGLASelect Sounds = bwagsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent BarracksUSASelect Sounds = bbaasela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent BarracksChinaSelect Sounds = bbacsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent BarracksGLASelect Sounds = bbagsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent SupplyCenterUSASelect Sounds = bsuasela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent SupplyCenterChinaSelect Sounds = bsucsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent SupplyCenterGLASelect Sounds = bsugsela Limit = 1 - Volume = 50 + Volume = 50% End AudioEvent ColdFusionReactorSelect Sounds = bcolsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent NuclearReactorSelect Sounds = bnursela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent UndergroundGeneratorSelect Sounds = bundsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent AirfieldUSASelect Sounds = baiasela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent AirfieldChinaSelect Sounds = baicsela Limit = 1 - Volume = 45 + Volume = 45% Type = UI PLAYER End AudioEvent StrategyCenterSelect Sounds = bstrsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End @@ -1402,10 +1402,10 @@ AudioEvent CINE_SatSound01Loop Attack = vcomlo1a Decay = vcomlo3a PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% MinRange = 100 MaxRange = 600 - Volume = 60 + Volume = 60% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1414,7 +1414,7 @@ End AudioEvent StrategyCenter_BombardmentPlanUnpackSound Sounds = Limit = 2 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1422,7 +1422,7 @@ End AudioEvent StrategyCenter_BombardmentPlanPackSound Sounds = Limit = 1 - Volume = 30 + Volume = 30% Priority = LOW Type = UI PLAYER End @@ -1430,7 +1430,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanUnpack Sounds = Limit = 1 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1438,7 +1438,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop Sounds = Limit = 2 - Volume = 40 + Volume = 40% Priority = LOW MinRange = 100 MaxRange = 500 @@ -1448,7 +1448,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanPack Sounds = Limit = 1 - Volume = 40 + Volume = 40% Priority = LOW Type = UI PLAYER End @@ -1456,7 +1456,7 @@ End AudioEvent StrategyCenter_HoldTheLinePlanUnpack Sounds = Limit = 2 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1464,7 +1464,7 @@ End AudioEvent StrategyCenter_HoldTheLinePlanPack Sounds = Limit = 1 - Volume = 40 + Volume = 40% Priority = LOW Type = UI PLAYER End @@ -1476,8 +1476,8 @@ AudioEvent StrategyCenter_TurretMoveLoop Decay = vnuklo3a MinRange = 100 MaxRange = 500 - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -1486,7 +1486,7 @@ AudioEvent StrategyCenter_ArtilleryRound Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1497,14 +1497,14 @@ AudioEvent PropagandaCenterSelect Control = RANDOM Sounds = bprosela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent SupplyDropZoneSelect Sounds = bsupsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End @@ -1512,63 +1512,63 @@ End AudioEvent PalaceSelect Sounds = bpalsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent BunkerSelect Sounds = bbunsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent DetentionCampSelect Sounds = bdetsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent ParticleCannonSelect Sounds = bparsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent PatriotBatterySelect Sounds = bpatsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent StingerSiteSelect Sounds = bstisela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent ScudStormSelect Sounds = bscusela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent PrisonSelect Sounds = bprisela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent NuclearMissileSelect Sounds = bnumsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End @@ -1576,14 +1576,14 @@ AudioEvent SpeakerTowerSelect Control = RANDOM Sounds = bspesela bspeselb bspeselc Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent TunnelNetworkSelect Sounds = btunsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End @@ -1591,14 +1591,14 @@ End AudioEvent GattlingCannonSelect Sounds = bgatsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent BlackMarketSelect Sounds = bblasela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End @@ -1606,8 +1606,8 @@ End ; AudioEvent AmbientForest ; Control = LOOP RANDOM ; Priority = LOWEST -; Volume = 35 -; VolumeShift = -10 +; Volume = 35% +; VolumeShift = -10% ; PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 250 @@ -1625,10 +1625,10 @@ AudioEvent ComancheAmbientLoop Attack = vcomlo1a Decay = vcomlo3a PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% MinRange = 100 MaxRange = 600 - Volume = 60 + Volume = 60% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1638,7 +1638,7 @@ AudioEvent ComancheDamagedLoop Control = LOOP ALL RANDOM Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a - Volume = 85 + Volume = 85% MinRange = 150 Limit = 2 Priority = LOW @@ -1650,7 +1650,7 @@ AudioEvent ComancheDamagedLoopGlobal Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a Type = WORLD GLOBAL - MinVolume = 90 + MinVolume = 90% Limit = 2 Priority = LOW End @@ -1658,14 +1658,14 @@ End AudioEvent CrowdPanic Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g - Volume = 65 + Volume = 65% Limit = 2 Type = WORLD SHROUDED EVERYONE End AudioEvent CrowdPanicLong Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g - Volume = 65 + Volume = 65% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1673,7 +1673,7 @@ End AudioEvent CarBomberDie Sounds = vcardiea vcardieb vcardiec Control = INTERRUPT RANDOM - Volume = 60 + Volume = 60% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1683,9 +1683,9 @@ End AudioEvent DemoTrapExplosion Sounds = gexpdema gexpdemb gexpdemc Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1695,9 +1695,9 @@ End AudioEvent RocketBuggyPowerslide Sounds = vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih Control = RANDOM - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 40 + Volume = 40% Limit = 2 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -1706,9 +1706,9 @@ End AudioEvent RocketBuggyLand Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 50 + Volume = 50% Limit = 2 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -1717,9 +1717,9 @@ End AudioEvent CarDie Sounds = vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1728,9 +1728,9 @@ End AudioEvent TerroristSuicides Sounds = gexpmina gexpminb Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1739,12 +1739,12 @@ End AudioEvent ExplosionRocketBuggyMissile Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -15 15 - Volume = 85 + Volume = 85% Limit = 2 Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -1752,9 +1752,9 @@ End AudioEvent BuildingToppleDelayMetal Sounds = btopp01a Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 70 + Volume = 70% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1763,9 +1763,9 @@ End AudioEvent BuildingToppleDelayStone Sounds = btopp02a Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 70 + Volume = 70% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1774,9 +1774,9 @@ End AudioEvent BuildingFallingMetal Sounds = bfall01a Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% ; MinRange = 200 ; MaxRange = 500 Limit = 2 @@ -1787,9 +1787,9 @@ End AudioEvent BuildingFallingStone Sounds = bfall02a Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% ; MinRange = 200 ; MaxRange = 500 Limit = 2 @@ -1801,7 +1801,7 @@ AudioEvent BuildingDestroyStone Sounds = bgendief Control = RANDOM INTERRUPT Priority = LOW - VolumeShift = -10 + VolumeShift = -10% PitchShift = -2 2 Limit = 1 Type = WORLD SHROUDED EVERYONE @@ -1813,10 +1813,10 @@ AudioEvent ExplosionGeneric Control = INTERRUPT RANDOM Limit = 1 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 + VolumeShift = -20% + Volume = 90% Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -1825,8 +1825,8 @@ AudioEvent BuildingCollapse1 Control = INTERRUPT RANDOM Limit = 1 PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1836,8 +1836,8 @@ AudioEvent BuildingCollapse2 Control = INTERRUPT RANDOM Limit = 1 PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1846,8 +1846,8 @@ AudioEvent BuildingCollapse3 Sounds = bcoll03a Limit = 1 PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1858,8 +1858,8 @@ AudioEvent CarDamagedMoveLoop Limit = 2 Delay = 4000 10000 PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -1868,8 +1868,8 @@ AudioEvent ComancheCrash Sounds = vcomcraa Limit = 3 PitchShift = -5 5 - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1880,14 +1880,14 @@ AudioEvent ComancheCrashGlobal PitchShift = -5 5 Type = WORLD GLOBAL Priority = NORMAL - MinVolume = 80 + MinVolume = 80% End AudioEvent ComancheDie Sounds = vcomdi1a Limit = 3 PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1896,7 +1896,7 @@ AudioEvent MIGDie Sounds = vcomdi1a Limit = 3 PitchShift = -10 0 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1905,7 +1905,7 @@ AudioEvent MIGAfterburner Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -1917,10 +1917,10 @@ AudioEvent VehicleImpactLight Priority = LOW Limit = 3 PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% ; MinRange = 200.00 ; MaxRange = 800.00 - Volume = 50 + Volume = 50% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1930,8 +1930,8 @@ AudioEvent VehicleImpactHeavy Control = RANDOM INTERRUPT Limit = 3 PitchShift = -5 5 - VolumeShift = -20 - Volume = 70 + VolumeShift = -20% + Volume = 70% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1942,8 +1942,8 @@ AudioEvent DaisyCutterWeapon Limit = 3 Priority = HIGH PitchShift = -5 5 - VolumeShift = -10 - Volume = 60 ; do not modify -mp + VolumeShift = -10% + Volume = 60% ; do not modify -mp Type = WORLD SHROUDED EVERYONE End @@ -1951,18 +1951,18 @@ AudioEvent ComancheSpinExplosion Sounds = vcomdi2a Limit = 3 PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Priority = NORMAL - LowPassCutoff = 60 + LowPassCutoff = 60% Type = WORLD SHROUDED EVERYONE End AudioEvent BEAVIS_Boing Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 55 + Volume = 55% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1980,7 +1980,7 @@ AudioEvent DaisyCutterIgnite Sounds = sdaiigna Priority = HIGH Limit = 1 - Volume = 110 + Volume = 110% Type = WORLD SHROUDED EVERYONE End @@ -1989,15 +1989,15 @@ AudioEvent ExplosionDaisyCutter Priority = HIGH Control = INTERRUPT Limit = 1 - Volume = 140 - LowPassCutoff = 50 + Volume = 140% + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End AudioEvent TechnicalWeaponUpgrade Sounds = gsalvage Limit = 1 - Volume = 70 + Volume = 70% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2006,16 +2006,16 @@ AudioEvent DebrisBigMetal Sounds = gdebr01a gdebr01b Control = RANDOM Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent VehicleSkid Sounds = gskid01a - Volume = 90 + Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2023,9 +2023,9 @@ End AudioEvent QuadCannonCatchFire Sounds = vquadiea Limit = 1 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 90 + Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2034,9 +2034,9 @@ End AudioEvent TankDie Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 105 + Volume = 105% Limit = 4 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2047,8 +2047,8 @@ AudioEvent BuildingImpactHeavy Control = RANDOM INTERRUPT Limit = 2 PitchShift = -3 3 - VolumeShift = -20 - Volume = 65 + VolumeShift = -20% + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2060,8 +2060,8 @@ AudioEvent BuildingImpactLight Limit = 3 PitchShift = -3 3 Delay = 0 500 - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Type = WORLD SHROUDED EVERYONE End @@ -2070,10 +2070,10 @@ AudioEvent TechnicalBodyfall Control = RANDOM Limit = 3 PitchShift = -3 3 - VolumeShift = -10 + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 300 - Volume = 60 + Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2085,8 +2085,8 @@ AudioEvent ChinookAmbientLoop Attack = vchilo1a Decay = vchilo3a PitchShift = -5 5 - VolumeShift = -10 - Volume = 45 + VolumeShift = -10% + Volume = 45% MinRange = 100 MaxRange = 600 Limit = 2 @@ -2101,7 +2101,7 @@ AudioEvent DamAmbientLoop Sounds = gdamlo1b gdamlo1c ; gdamlo1d Attack = gdamlo1a Limit = 1 - Volume = 65 + Volume = 65% MinRange = 100 MaxRange = 800 Priority = NORMAL @@ -2114,7 +2114,7 @@ AudioEvent DamDamageLoop1 Attack = gdamlo2a Limit = 1 PitchShift = -5 5 - Volume = 80 + Volume = 80% MinRange = 200 MaxRange = 900 Priority = NORMAL @@ -2127,7 +2127,7 @@ AudioEvent DamDamageLoop2 Attack = gdamlo3a Limit = 1 PitchShift = -5 5 - Volume = 80 + Volume = 80% MinRange = 250 MaxRange = 2000 Priority = NORMAL @@ -2140,7 +2140,7 @@ AudioEvent DamDamageLoop3 Attack = gdamlo5a Limit = 1 PitchShift = -5 5 - Volume = 80 + Volume = 80% MinRange = 250 MaxRange = 2000 Priority = NORMAL @@ -2153,7 +2153,7 @@ AudioEvent DamBreakWaveLoop Attack = gdamlo4a Limit = 1 PitchShift = -5 5 - Volume = 130 + Volume = 130% MinRange = 600 MaxRange = 5000 Priority = NORMAL @@ -2163,18 +2163,18 @@ End AudioEvent DamBreakStage1 Sounds = gdambre1 Type = WORLD EVERYONE - Volume = 120 + Volume = 120% MinRange = 250 MaxRange = 2000 Priority = NORMAL - MinVolume = 100 + MinVolume = 100% End AudioEvent DamBreakStage2 Sounds = gdambre2 - Volume = 120 + Volume = 120% Priority = NORMAL - MinVolume = 100 + MinVolume = 100% MinRange = 250 MaxRange = 2000 Type = WORLD EVERYONE @@ -2182,9 +2182,9 @@ End AudioEvent DamBreakStage3 Sounds = gdambre3 - Volume = 120 + Volume = 120% Priority = NORMAL - MinVolume = 100 + MinVolume = 100% MinRange = 250 MaxRange = 2000 Type = WORLD EVERYONE @@ -2193,7 +2193,7 @@ End AudioEvent WaveRandomSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2201,7 +2201,7 @@ End AudioEvent ToxicGooSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 - Volume = 50 + Volume = 50% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2212,16 +2212,16 @@ AudioEvent RedGuardWeapon Sounds = iredweaa iredweab iredweac iredwead Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15 + VolumeShift = -15% PitchShift = -10 10 Limit = 2 - Volume = 95 ; 75 test + Volume = 95% ; 75 test Type = WORLD SHROUDED EVERYONE End AudioEvent DamAfterWake Sounds = gdamafte - Volume = 65 + Volume = 65% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2232,7 +2232,7 @@ AudioEvent ExplosionNeutron Priority = HIGH Control = INTERRUPT Limit = 1 - Volume = 110 + Volume = 110% Priority = CRITICAL MinRange = 500 MaxRange = 5000 @@ -2244,8 +2244,8 @@ AudioEvent OverlordTankWeapon Sounds = voveweaa voveweab voveweac vovewead Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -10 - Volume = 135 + VolumeShift = -10% + Volume = 135% Limit = 3 MinRange = 275 Priority = NORMAL @@ -2256,15 +2256,15 @@ AudioEvent BuildingNeutronMissileOpen Sounds = bneutrea Priority = HIGH Delay = 1300 1300 - Volume = 110 + Volume = 110% Type = WORLD SHROUDED EVERYONE End AudioEvent BuildingNeutronMissileLaunch Sounds = bneutlau Priority = HIGH - MinVolume = 80 - Volume = 110 + MinVolume = 80% + Volume = 110% Type = WORLD GLOBAL EVERYONE End @@ -2275,7 +2275,7 @@ AudioEvent BuildingNeutronMissileHiss PitchShift = -2 2 MinRange = 175 MaxRange = 800 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2285,7 +2285,7 @@ AudioEvent RedGuardCheer Control = RANDOM Limit = 2 PitchShift = -5 5 - Volume = 70 + Volume = 70% Type = UI PLAYER End @@ -2294,13 +2294,13 @@ AudioEvent BattleCrySound Control = RANDOM Limit = 2 PitchShift = -5 5 - Volume = 55 + Volume = 55% Type = UI PLAYER End AudioEvent MissionAccomplishedSound Sounds = ucheer - Volume = 75 + Volume = 75% Type = UI PLAYER End @@ -2311,7 +2311,7 @@ AudioEvent GenericFireLargeLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 3 - Volume = 65 + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -2322,7 +2322,7 @@ AudioEvent GenericFireMediumLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 3 - Volume = 65 + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -2330,7 +2330,7 @@ AudioEvent RaptorJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2340,7 +2340,7 @@ AudioEvent StealthJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2350,7 +2350,7 @@ AudioEvent AuroraJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2360,7 +2360,7 @@ AudioEvent A10ThunderboltMissileWeaponSound Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2370,11 +2370,11 @@ AudioEvent ExplosionJetMissile Sounds = gexpifva gexpifvb gexpifvc Priority = NORMAL Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 75 + Volume = 75% Limit = 1 - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -2383,7 +2383,7 @@ AudioEvent StealthFighterAmbientLoop Attack = vstelo1a Decay = vstelo3a Control = LOOP ALL RANDOM - Volume = 60 + Volume = 60% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2399,7 +2399,7 @@ AudioEvent AuroraBomberAmbientLoop Control = LOOP ALL RANDOM MinRange = 75 MaxRange = 700 - Volume = 70 + Volume = 70% Limit = 3 PitchShift = -3 3 Priority = LOW @@ -2413,7 +2413,7 @@ AudioEvent SpectreGunshipAmbientLoop Control = LOOP ALL RANDOM MinRange = 75 MaxRange = 700 - Volume = 90 + Volume = 90% Limit = 3 PitchShift = -25 -15 Priority = HIGH @@ -2427,7 +2427,7 @@ AudioEvent SpectreGunshipAfterburnerLoop Control = ALL RANDOM MinRange = 300 MaxRange = 200 - Volume = 100 + Volume = 100% Limit = 2 Priority = HIGH Type = WORLD EVERYONE @@ -2440,7 +2440,7 @@ AudioEvent RaptorAmbientLoop Control = LOOP ALL RANDOM MinRange = 75 MaxRange = 700 - Volume = 60 + Volume = 60% Limit = 2 PitchShift = -3 3 Priority = LOW @@ -2452,7 +2452,7 @@ AudioEvent B52AmbientLoop ; Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 70 + Volume = 70% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2465,7 +2465,7 @@ AudioEvent CINE_B52AmbientLoop ; Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 90 + Volume = 90% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2478,7 +2478,7 @@ AudioEvent C130AmbientLoop Attack = v130lo1a Decay = v130lo3a Control = LOOP ALL RANDOM - Volume = 80 + Volume = 80% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2491,7 +2491,7 @@ AudioEvent MigAmbientLoop Attack = vmiglo1a Decay = vmiglo3a Control = LOOP ALL RANDOM - Volume = 55 + Volume = 55% Limit = 3 MinRange = 75 MaxRange = 700 @@ -2504,7 +2504,7 @@ AudioEvent MigJetNapalmWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 3 Priority = NORMAL @@ -2516,12 +2516,12 @@ AudioEvent BattleshipWeapon Priority = HIGH Control = INTERRUPT RANDOM PitchShift = -10 10 - VolumeShift = -20 - Volume = 110 + VolumeShift = -20% + Volume = 110% MinRange = 700 MaxRange = 10000 Limit = 3 - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -2533,7 +2533,7 @@ AudioEvent ExplosionBattleshipTarget MinRange = 200 MaxRange = 900 PitchShift = -10 10 - Volume = 120 + Volume = 120% Type = WORLD SHROUDED EVERYONE End @@ -2542,7 +2542,7 @@ AudioEvent BattleshipAmbientLoop Attack = vbshlo1a Decay = vbshlo3a Control = LOOP ALL RANDOM - Volume = 60 + Volume = 60% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2550,10 +2550,10 @@ End AudioEvent ScorpionTankWeapon Sounds = vscoweaa vscoweab vscoweac vscowead - Volume = 95 + Volume = 95% Limit = 3 PitchShift = -10 10 - VolumeShift = -20 + VolumeShift = -20% Control = INTERRUPT RANDOM Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2561,9 +2561,9 @@ End AudioEvent HumveeWeapon Sounds = vhumweaa vhumweab vhumweac vhumwead - Volume = 75 + Volume = 75% PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 Control = INTERRUPT RANDOM Priority = NORMAL @@ -2575,9 +2575,9 @@ AudioEvent HumveeWeaponTOW Control = INTERRUPT RANDOM Priority = LOW Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2587,7 +2587,7 @@ AudioEvent AmphibiousTransportMoveLoop Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a - Volume = 60 + Volume = 60% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2598,7 +2598,7 @@ AudioEvent FerryMoveLoop Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a - Volume = 100 + Volume = 100% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2606,10 +2606,10 @@ End AudioEvent HumveeMoveStart Sounds = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae - Volume = 60 + Volume = 60% PitchShift = -5 5 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Control = RANDOM Limit = 3 Priority = LOW @@ -2622,18 +2622,18 @@ AudioEvent TomahawkWeapon Delay = 0 300 Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent POWTruckUSAMoveStart Sounds = vpoastaa vpoastab vpoastac vpoastad - Volume = 55 + Volume = 55% PitchShift = -2 2 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2643,7 +2643,7 @@ End AudioEvent LockonTick Sounds = glockon Limit = 2 - MinVolume = 45 + MinVolume = 45% Type = WORLD PLAYER End @@ -2651,8 +2651,8 @@ AudioEvent DefectorTimerTick Sounds = ucapture Control = INTERRUPT Limit = 2 - Volume = 50 - VolumeShift = -10 + Volume = 50% + VolumeShift = -10% MinRange = 200 MaxRange = 1200 Priority = HIGH @@ -2663,7 +2663,7 @@ AudioEvent CaptureTick Sounds = ucapture Control = INTERRUPT Limit = 2 - Volume = 70 + Volume = 70% MinRange = 200 MaxRange = 1200 Type = WORLD SHROUDED EVERYONE @@ -2672,35 +2672,35 @@ End ; Radar event occurred showing a unit of ours is under attack AudioEvent RadarNotifyUnitUnderAttack Sounds = uwarning - Volume = 25 + Volume = 25% Type = UI PLAYER End ; Radar event occurred showing a harvester of ours is under attack AudioEvent RadarNotifyHarvesterUnderAttack Sounds = uwarning - Volume = 35 + Volume = 35% Type = UI PLAYER End ; Radar event occurred showing a structure of ours is under attack AudioEvent RadarNotifyStructureUnderAttack Sounds = uwarning - Volume = 35 + Volume = 35% Type = UI PLAYER End ; Radar event occurred showing one of our objects (not unit/structure) is under attack AudioEvent RadarNotifyUnderAttack Sounds = uwarning - Volume = 35 + Volume = 35% Type = UI PLAYER End ; Radar event occurred showing one of our objects (not unit/structure) is under attack AudioEvent RadarNotifyInfiltration Sounds = ; aangr01b - MinVolume = 55 + MinVolume = 55% Type = UI PLAYER End @@ -2708,9 +2708,9 @@ AudioEvent HeroGLAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2718,9 +2718,9 @@ AudioEvent HeroUSAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2734,7 +2734,7 @@ AudioEvent AmbientInfantryCharge1 PitchShift = -5 5 MinRange = 200 MaxRange = 700 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2746,7 +2746,7 @@ AudioEvent AmbientCrowdAngryArabs1 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 500 - Volume = 25 + Volume = 25% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -2755,7 +2755,7 @@ AudioEvent ScriptJetFlyBy1 Sounds = cjetf01a Control = INTERRUPT RANDOM Priority = HIGH - Volume = 80 + Volume = 80% Type = UI PLAYER End @@ -2764,7 +2764,7 @@ AudioEvent ScriptShellScream1 Control = INTERRUPT Priority = HIGH PitchShift = -10 10 - Volume = 60 + Volume = 60% Type = UI PLAYER End @@ -2773,7 +2773,7 @@ AudioEvent ScriptShellScream2 Control = INTERRUPT Priority = HIGH PitchShift = -10 10 - Volume = 60 + Volume = 60% Type = UI PLAYER End @@ -2783,9 +2783,9 @@ AudioEvent TunnelRocketWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2794,9 +2794,9 @@ AudioEvent RPGTrooperWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2805,9 +2805,9 @@ AudioEvent MissileDefenderWeapon Control = RANDOM Priority = NORMAL Limit = 5 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2816,9 +2816,9 @@ AudioEvent TankHunterWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2826,8 +2826,8 @@ End AudioEvent GattlingCannonWeapon Control = RANDOM INTERRUPT Sounds = bgatweaa bgatweab bgatweac bgatwead - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% MinRange = 175 Limit = 3 Priority = NORMAL @@ -2837,8 +2837,8 @@ End AudioEvent GattlingTankWeapon Control = RANDOM INTERRUPT Sounds = bgatweaa bgatweab bgatweac bgatwead - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% MinRange = 175 Limit = 3 Priority = NORMAL @@ -2849,8 +2849,8 @@ AudioEvent AngryMobWeaponPistol Control = RANDOM INTERRUPT Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e PitchShift = -10 10 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2860,8 +2860,8 @@ AudioEvent AngryMobWeaponMolotov Control = RANDOM INTERRUPT Sounds = iangwe2a iangwe2b PitchShift = -20 10 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2877,7 +2877,7 @@ AudioEvent AngryMobAmbientLoop MaxRange = 700 Limit = 2 PitchShift = -5 5 - Volume = 60 + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -2886,7 +2886,7 @@ AudioEvent GattlingWeaponLoopLevel1 Sounds = bgatlo2a bgatlo2b Attack = bgatlo1a Decay = bgatlo3a - Volume = 60 + Volume = 60% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2897,7 +2897,7 @@ AudioEvent GattlingWeaponLoopLevel2 Sounds = bgatlo5a bgatlo5b Attack = bgatlo4a Decay = bgatlo6a - Volume = 60 + Volume = 60% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2909,7 +2909,7 @@ AudioEvent GattlingWeaponLoopLevel3 Sounds = bgatlo8a bgatlo8b Attack = bgatlo7a Decay = bgatlo9a - Volume = 60 + Volume = 60% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2919,9 +2919,9 @@ End AudioEvent ToxinTractorContaminate Control = RANDOM INTERRUPT Sounds = vtoxcona vtoxconb vtoxconc - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 70 + Volume = 70% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2934,8 +2934,8 @@ AudioEvent ToxinTractorWeaponLoop Attack = vtoxlo1a Decay = vtoxlo3a PitchShift = -10 0 - VolumeShift = -15 - Volume = 70 + VolumeShift = -15% + Volume = 70% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2947,10 +2947,10 @@ AudioEvent ConvoyTruckMoveStart Sounds = vconstaa vconstab Control = RANDOM INTERRUPT Limit = 2 - Volume = 55 + Volume = 55% PitchShift = -2 2 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2960,8 +2960,8 @@ AudioEvent ConvoyTruckMoveLoop Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a - VolumeShift = -10 - Volume = 75 + VolumeShift = -10% + Volume = 75% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2969,8 +2969,8 @@ End AudioEvent ConvoyTruckSelect Sounds = vconsela vconselb Control = RANDOM - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% Type = WORLD SHROUDED EVERYONE End @@ -2980,18 +2980,18 @@ AudioEvent ExplosionCarpetBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - VolumeShift = -25 - Volume = 90 + VolumeShift = -25% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent RadarVanMoveStart Sounds = vradstaa vradstab vradstac - Volume = 55 + Volume = 55% PitchShift = -5 5 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Control = RANDOM Limit = 3 Priority = LOW @@ -3000,10 +3000,10 @@ End AudioEvent CarMoveStart Sounds = vcarstaa vcarstab vcarstac - Volume = 55 + Volume = 55% PitchShift = -5 5 Delay = 0 500 - VolumeShift = -10 + VolumeShift = -10% Control = RANDOM Limit = 3 Priority = LOW @@ -3015,8 +3015,8 @@ End ; Sounds = ihijweaa ; Control = INTERRUPT RANDOM ; Limit = 2 -; VolumeShift = -10 -; Volume = 80 +; VolumeShift = -10% +; Volume = 80% ; Type = WORLD SHROUDED EVERYONE ; End @@ -3026,9 +3026,9 @@ AudioEvent ScudLauncherWeapon Delay = 0 300 Priority = NORMAL Limit = 2 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -4 4 - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -3036,7 +3036,7 @@ End AudioEvent HeroUSAChargePlace Sounds = iheuchar Priority = HIGH - Volume = 100 + Volume = 100% MinRange = 250 MaxRange = 2000 Type = WORLD SHROUDED EVERYONE @@ -3044,7 +3044,7 @@ End AudioEvent HeroUSAChargeBeep Sounds = iheubeep - Volume = 100 + Volume = 100% MinRange = 250 MaxRange = 2000 Type = WORLD SHROUDED EVERYONE @@ -3052,7 +3052,7 @@ End AudioEvent HeroUSATimeBombClick Sounds = iheutima iheutimb - Volume = 100 + Volume = 100% MinRange = 250 MaxRange = 2000 Type = WORLD SHROUDED EVERYONE @@ -3060,14 +3060,14 @@ End AudioEvent StealthOn Sounds = gstealon - Volume = 70 + Volume = 70% Limit = 1 Type = WORLD SHROUDED EVERYONE End AudioEvent StealthOff Sounds = gstealof - Volume = 70 + Volume = 70% Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -3078,8 +3078,8 @@ AudioEvent HackerWeaponLoop Attack = ihaco1a Decay = ihaclo3a PitchShift = -10 10 - VolumeShift = -15 - Volume = 60 + VolumeShift = -15% + Volume = 60% MinRange = 100 MaxRange = 500 Limit = 2 @@ -3095,9 +3095,9 @@ AudioEvent BattleDroneWeapon Control = RANDOM INTERRUPT Priority = NORMAL ; PitchShift = -5 5 - VolumeShift = -15 + VolumeShift = -15% Limit = 3 - Volume = 70 + Volume = 70% ; MinRange = 200 ; MaxRange = 600 Type = WORLD SHROUDED EVERYONE @@ -3108,8 +3108,8 @@ AudioEvent ExplosionScudExplosive Control = INTERRUPT Limit = 2 PitchShift = -10 10 - VolumeShift = -10 - Volume = 100 + VolumeShift = -10% + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3118,8 +3118,8 @@ AudioEvent TerroristCarBomb Sounds = itercara Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3128,8 +3128,8 @@ AudioEvent TerrorCellActivated Sounds = sambusha Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 - Volume = 110 + VolumeShift = -10% + Volume = 110% MinRange = 300 MaxRange = 2000 Priority = NORMAL @@ -3140,9 +3140,9 @@ AudioEvent RebelAmbushActivated Sounds = sambusha Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 - Volume = 130 - MinVolume = 80 + VolumeShift = -10% + Volume = 130% + MinVolume = 80% PitchShift = 0 20 MinRange = 500 MaxRange = 10000 @@ -3154,8 +3154,8 @@ AudioEvent MilitarySubtitlesTyping Sounds = utext1a Control = RANDOM Priority = HIGH - VolumeShift = -10 - Volume = 15 + VolumeShift = -10% + Volume = 15% Type = UI PLAYER End @@ -3164,7 +3164,7 @@ AudioEvent RaptorDie Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - Volume = 95 + Volume = 95% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3173,9 +3173,9 @@ AudioEvent RaptorCrash Sounds = vrapcraa Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 80 + Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3183,9 +3183,9 @@ End AudioEvent CargoJetFlambe Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3197,8 +3197,8 @@ AudioEvent GattlingTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3208,36 +3208,36 @@ AudioEvent RaptorAfterburner Sounds = vjetafta Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 - Volume = 100 + Volume = 100% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent RadarLockOnTone Sounds = cloctone - Volume = 20 + Volume = 20% Type = UI PLAYER End AudioEvent BinkHandle - Volume = 40 + Volume = 40% Type = UI PLAYER End AudioEvent ExecuteDemoralize Sounds = uconst1a Priority = HIGH - Volume = 15 + Volume = 15% Type = UI PLAYER End AudioEvent RangerFlashBangWeapon Sounds = iranflaa iranflab PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3245,8 +3245,8 @@ End AudioEvent ExplosionFlashBang Sounds = gexpflaa gexpflab gexpflac PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3256,7 +3256,7 @@ AudioEvent A10ThunderboltAmbientLoop Attack = va10lo1a Decay = va10lo3a Control = LOOP ALL RANDOM - Volume = 70 + Volume = 70% MinRange = 50 MaxRange = 700 Limit = 3 @@ -3268,7 +3268,7 @@ End AudioEvent A10ThunderboltDive Sounds = va10diva va10divb Control = RANDOM - Volume = 100 + Volume = 100% Limit = 1 PitchShift = -5 5 MinRange = 250 @@ -3281,16 +3281,16 @@ AudioEvent ExplosionA10ThunderboltMissile Sounds = gexpifva gexpifvb gexpifvc Priority = NORMAL Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 85 + Volume = 85% Limit = 1 Type = WORLD SHROUDED EVERYONE End AudioEvent PreDirtyNukeDetonation Sounds = gairraid - Volume = 70 + Volume = 70% Type = WORLD GLOBAL EVERYONE End @@ -3300,7 +3300,7 @@ AudioEvent ScudStormLaunch Priority = HIGH Limit = 4 PitchShift = -5 5 - Volume = 105 + Volume = 105% Type = WORLD SHROUDED EVERYONE End @@ -3308,7 +3308,7 @@ End AudioEvent ScudStormInitiated Sounds = sscuread Priority = HIGH - Volume = 90 + Volume = 90% Type = WORLD GLOBAL EVERYONE End @@ -3331,7 +3331,7 @@ AudioEvent BombTruckDisguiseRevealedSuccess Control = RANDOM Limit = 2 PitchShift = -5 5 - Volume = 55 + Volume = 55% Priority = NORMAL Type = UI End @@ -3347,8 +3347,8 @@ AudioEvent PaladinPointDefenseLaserPulse Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d Control = RANDOM INTERRUPT PitchShift = -10 10 - VolumeShift = -10 - Volume = 75 + VolumeShift = -10% + Volume = 75% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3357,7 +3357,7 @@ End AudioEvent BeaconPlaced Sounds = uralset1 Priority = HIGH - Volume = 70 + Volume = 70% Type = WORLD PLAYER End @@ -3365,7 +3365,7 @@ AudioEvent BeaconPlacementFailed Sounds = uralsetn ; MinRange = 100 ; MaxRange = 500 - MinVolume = 80 + MinVolume = 80% Priority = HIGH Type = WORLD PLAYER End @@ -3374,9 +3374,9 @@ End AudioEvent GenericMissileDisintegration Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -5 5 - Volume = 85 + Volume = 85% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3387,9 +3387,9 @@ AudioEvent PatriotBatteryWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -3397,9 +3397,9 @@ AudioEvent PathfinderWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 100 + Volume = 100% MinRange = 250 Priority = HIGH @@ -3410,9 +3410,9 @@ AudioEvent JarmenKellWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3421,9 +3421,9 @@ AudioEvent JarmenKellWeaponSnipe Sounds = ijarwe2a Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 3 - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3431,7 +3431,7 @@ End AudioEvent BridgeDamaged Sounds = gbridama gbridamb Control = RANDOM - Volume = 90 + Volume = 90% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3443,15 +3443,15 @@ AudioEvent BombTruckDefaultBombDetonation Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 + VolumeShift = -20% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent BridgeRepaired Sounds = gbrirepa - Volume = 90 + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3464,8 +3464,8 @@ AudioEvent BombTruckBioBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 + VolumeShift = -20% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3478,8 +3478,8 @@ AudioEvent BombTruckHighExplosiveBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10 10 - VolumeShift = -20 - Volume = 90 + VolumeShift = -20% + Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3492,7 +3492,7 @@ AudioEvent ParticleUplinkCannon_PowerupSoundLoop MinRange = 100 MaxRange = 500 Limit = 2 - Volume = 110 + Volume = 110% Priority = CRITICAL Type = WORLD SHROUDED EVERYONE End @@ -3503,7 +3503,7 @@ AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop Control = LOOP ALL RANDOM MinRange = 100 MaxRange = 500 - Volume = 110 + Volume = 110% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3516,7 +3516,7 @@ AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop Control = LOOP ALL RANDOM MinRange = 100 MaxRange = 500 - Volume = 120 + Volume = 120% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3529,7 +3529,7 @@ AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop Decay = sparlo4e MinRange = 500 MaxRange = 2000 - Volume = 110 + Volume = 110% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3537,8 +3537,8 @@ End AudioEvent FireArtilleryCannonSound Sounds = sartweaa - Volume = 110 - MinVolume = 70 + Volume = 110% + MinVolume = 70% Priority = HIGH Type = WORLD GLOBAL EVERYONE End @@ -3550,7 +3550,7 @@ AudioEvent TrainRunningLoop Decay = gtralo3a MinRange = 250 MaxRange = 1500 - Volume = 90 + Volume = 90% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3561,8 +3561,8 @@ AudioEvent TrainClicketyClack Sounds = gtraclaa gtraclab gtraclac gtraclad Control = RANDOM PitchShift = 0 30 - VolumeShift = -20 - Volume = 70 + VolumeShift = -20% + Volume = 70% Limit = 5 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3571,8 +3571,8 @@ End AudioEvent ArtilleryBarrageIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk Control = RANDOM - Volume = 70 - VolumeShift = -20 + Volume = 70% + VolumeShift = -20% Limit = 4 MinRange = 300 MaxRange = 2000 @@ -3585,7 +3585,7 @@ AudioEvent NukeCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk ; Delay = 0 800 Control = RANDOM - Volume = 60 + Volume = 60% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3595,7 +3595,7 @@ AudioEvent InfernoCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk ; Delay = 0 800 Control = RANDOM - Volume = 60 + Volume = 60% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3605,7 +3605,7 @@ AudioEvent BattleShipIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk Delay = 400 1000 Control = RANDOM - Volume = 80 + Volume = 80% MinRange = 200 MaxRange = 2000 PitchShift = -10 10 @@ -3616,7 +3616,7 @@ End AudioEvent TrainWhistle Sounds = gtrawhia - Volume = 60 + Volume = 60% Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -3625,12 +3625,12 @@ End AudioEvent MineExplosion Sounds = gexpmina gexpminb Control = INTERRUPT RANDOM - VolumeShift = -15 + VolumeShift = -15% PitchShift = -15 15 - Volume = 80 + Volume = 80% Limit = 3 Priority = HIGH - ; LowPassCutoff = 50 + ; LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -3638,8 +3638,8 @@ AudioEvent MineClearedByWorker Sounds = gminecla gmineclb Control = INTERRUPT RANDOM PitchShift = -20 20 - VolumeShift = -15 - Volume = 80 + VolumeShift = -15% + Volume = 80% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3649,8 +3649,8 @@ AudioEvent MineClearedByDozer Sounds = gminecla gmineclb Control = INTERRUPT RANDOM PitchShift = -20 20 - VolumeShift = -15 - Volume = 80 + VolumeShift = -15% + Volume = 80% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3659,7 +3659,7 @@ End AudioEvent MineFieldPlaced Sounds = gminepla Control = INTERRUPT RANDOM - Volume = 100 + Volume = 100% Limit = 1 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3668,7 +3668,7 @@ End AudioEvent ExplosionClusterMine Sounds = scluster Control = INTERRUPT RANDOM - Volume = 100 + Volume = 100% Limit = 1 MinRange = 200 MaxRange = 1000 @@ -3680,7 +3680,7 @@ End AudioEvent ColonelBurtonPlantCharge ; this one is triggered in some weird hack way. Sounds = ; icolseta Control = INTERRUPT RANDOM - Volume = 80 + Volume = 80% Limit = 1 Delay = 5500 5500 Priority = HIGH @@ -3690,7 +3690,7 @@ End AudioEvent ColonelBurtonSetDemoCharge Sounds = icolseta Control = INTERRUPT RANDOM - Volume = 95 + Volume = 95% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3703,8 +3703,8 @@ AudioEvent ColonelBurtonWeapon Limit = 2 Priority = NORMAL PitchShift = -5 5 - VolumeShift = -10 - Volume = 100 + VolumeShift = -10% + Volume = 100% MinRange = 225 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3712,7 +3712,7 @@ End AudioEvent BlackLotusPack Sounds = iblasetb - Volume = 90 + Volume = 90% PitchShift = -10 10 Limit = 2 Priority = NORMAL @@ -3721,7 +3721,7 @@ End AudioEvent BlackLotusUnpack Sounds = iblaseta - Volume = 90 + Volume = 90% PitchShift = -10 10 Limit = 2 Priority = NORMAL @@ -3731,7 +3731,7 @@ End AudioEvent BlackLotusTrigger Sounds = Control = INTERRUPT RANDOM - Volume = 70 + Volume = 70% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3743,8 +3743,8 @@ AudioEvent BlackLotusPrepLoop Attack = ihaclo1a Decay = ihaclo3a Priority = LOW - Volume = 50 - VolumeShift = -10 + Volume = 50% + VolumeShift = -10% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3752,7 +3752,7 @@ End AudioEvent HackerPack Sounds = iblasetb - Volume = 90 + Volume = 90% PitchShift = -10 10 Limit = 2 Priority = NORMAL @@ -3762,7 +3762,7 @@ End AudioEvent HackerUnpack Sounds = ihacseta Control = INTERRUPT RANDOM - Volume = 70 + Volume = 70% PitchShift = -10 10 Limit = 2 Priority = NORMAL @@ -3775,8 +3775,8 @@ AudioEvent HackerPrepLoop Attack = ihaclo1a Decay = ihaclo3a Priority = LOW - Volume = 50 - VolumeShift = -10 + Volume = 50% + VolumeShift = -10% PitchShift = -10 10 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3785,9 +3785,9 @@ End AudioEvent HackerCashPing Sounds = ihaccasa ihaccasb - VolumeShift = -5 + VolumeShift = -5% Limit = 2 - Volume = 20 + Volume = 20% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -3796,8 +3796,8 @@ AudioEvent BombTickTimed Sounds = icoltima icoltimb icoltimc Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3806,7 +3806,7 @@ AudioEvent BombTickRemote Sounds = icolbeep Control = INTERRUPT Limit = 3 - Volume = 65 + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3815,7 +3815,7 @@ AudioEvent AvalancheCrack Sounds = btopp02a Control = INTERRUPT PitchShift = -50 -50 - Volume = 120 + Volume = 120% Limit = 10 Type = WORLD SHROUDED EVERYONE End @@ -3825,7 +3825,7 @@ AudioEvent IRPing Control = INTERRUPT PitchShift = 100 100 Limit = 3 - Volume = 25 + Volume = 25% Type = WORLD SHROUDED EVERYONE End @@ -3834,7 +3834,7 @@ AudioEvent IRPingLoud Control = INTERRUPT PitchShift = 120 120 Limit = 3 - Volume = 35 + Volume = 35% Type = WORLD SHROUDED EVERYONE End @@ -3843,16 +3843,16 @@ AudioEvent AngryMobWeaponAK47 Sounds = iangwe3a iangwe3b iangwe3c iangwe3d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15 + VolumeShift = -15% PitchShift = -10 10 Limit = 2 - Volume = 75 + Volume = 75% Type = WORLD SHROUDED EVERYONE End AudioEvent WallSandDie Sounds = gwalbdia - Volume = 70 + Volume = 70% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3861,7 +3861,7 @@ End AudioEvent WallStoneDie Sounds = gwalsdia gwalsdib Control = RANDOM - Volume = 70 + Volume = 70% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3870,7 +3870,7 @@ End AudioEvent WallWoodDie Sounds = gwalwdia gwalwdib Control = RANDOM - Volume = 70 + Volume = 70% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3879,7 +3879,7 @@ End AudioEvent WallMetalDie Sounds = gwalmdia gwalmdib Control = RANDOM - Volume = 70 + Volume = 70% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3887,7 +3887,7 @@ End AudioEvent POWTruckEnter Sounds = vpowenta - Volume = 90 + Volume = 90% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3895,7 +3895,7 @@ End AudioEvent POWTruckExit Sounds = vpowexia - Volume = 100 + Volume = 100% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3903,7 +3903,7 @@ End AudioEvent HumveeEnter Sounds = vhumenta vhumentb vhumentc - Volume = 100 + Volume = 100% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3911,7 +3911,7 @@ End AudioEvent HumveeExit Sounds = vhumexia vhumexib vhumexic - Volume = 100 + Volume = 100% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3921,7 +3921,7 @@ AudioEvent RailroadBridgeMetalFatigue Sounds = btopp01a Limit = 2 PitchShift = -40 -10 - Volume = 110 + Volume = 110% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3931,9 +3931,9 @@ AudioEvent ComancheWeaponMachineGun Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15 + VolumeShift = -15% Limit = 3 - Volume = 70 + Volume = 70% ; MinRange = 400 ; MaxRange = 800 Type = WORLD SHROUDED EVERYONE @@ -3944,7 +3944,7 @@ End AudioEvent RiverSplash5000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 80 + Volume = 80% PitchShift = 10 30 Delay = 5000 5000 Priority = LOW @@ -3954,7 +3954,7 @@ End AudioEvent RiverSplash6000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 100 + Volume = 100% PitchShift = 0 11 Delay = 6000 6000 Priority = LOW @@ -3964,7 +3964,7 @@ End AudioEvent RiverSplash7000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 80 + Volume = 80% PitchShift = 30 70 Delay = 7000 7000 Priority = LOW @@ -3974,33 +3974,33 @@ End AudioEvent RadarOn Sounds = gradarup Limit = 1 - Volume = 45 + Volume = 45% Type = UI PLAYER End AudioEvent RadarOff Sounds = gradardn Limit = 1 - Volume = 45 + Volume = 45% Type = UI PLAYER End AudioEvent ExplosionMiniNuke Sounds = gexpnuka Control = INTERRUPT RANDOM - Volume = 110 + Volume = 110% Limit = 3 Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End AudioEvent ExplosionFire Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4009,9 +4009,9 @@ End AudioEvent ExplosionArtilleryBarrage Sounds = gexparta gexpartb gexpartc gexpcara gexpcarb gexpcarc gexpcard Control = INTERRUPT RANDOM - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 0 - Volume = 110 + Volume = 110% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4019,7 +4019,7 @@ End AudioEvent BuildingDisabled Sounds = gpowerdn - Volume = 100 + Volume = 100% MinRange = 225 Limit = 2 Priority = NORMAL @@ -4029,7 +4029,7 @@ End AudioEvent BuildingEnabled Sounds = gpowerup - Volume = 90 + Volume = 90% MinRange = 225 Limit = 2 Priority = NORMAL @@ -4044,13 +4044,13 @@ AudioEvent PoliceCarSirenLoop Limit = 2 MinRange = 100 ; MaxRange = 400 - Volume = 60 + Volume = 60% Type = WORLD SHROUDED EVERYONE End AudioEvent CivilianChinaMaleDie Sounds = icimcdia icimcdib icimcdic icimcdid icimcdie icimcdif icimcdig icimcdih icimcdii icimcdij - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4058,7 +4058,7 @@ End AudioEvent CivilianChinaFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifcdif icifcdig icifcdih icifcdii icifcdij - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4067,7 +4067,7 @@ End AudioEvent CivilianArabMaleDie Sounds = icimadia icimadib icimadic icimadid icimadie icimadif icimadig icimadih icimadii icimadij - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4075,7 +4075,7 @@ End AudioEvent CivilianArabFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifdif icifcdig icifcdih icifcdii icifcdij - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4088,8 +4088,8 @@ AudioEvent OverlordTankTurretMoveLoop Decay = vovelo3a MinRange = 75 MaxRange = 600 - VolumeShift = -20 - Volume = 40 + VolumeShift = -20% + Volume = 40% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -4098,10 +4098,10 @@ End AudioEvent BuildingDie Sounds = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg Control = RANDOM INTERRUPT - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Limit = 2 - Volume = 110 + Volume = 110% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4109,10 +4109,10 @@ End AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Limit = 2 - Volume = 110 + Volume = 110% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4120,10 +4120,10 @@ End AudioEvent VehicleDamagedState Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 Limit = 2 - Volume = 80 + Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4132,8 +4132,8 @@ AudioEvent NukeCannonWeapon Sounds = vnukweaa Control = INTERRUPT PitchShift = -5 5 - VolumeShift = -20 - Volume = 110 + VolumeShift = -20% + Volume = 110% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4142,8 +4142,8 @@ End AudioEvent ExplosionAnthraxBomb Sounds = santexpl - Volume = 120 - MinVolume = 80 + Volume = 120% + MinVolume = 80% Limit = 3 Priority = CRITICAL MinRange = 500 @@ -4154,14 +4154,14 @@ End AudioEvent NukeCannonDeploy Sounds = vnukde1a - Volume = 100 + Volume = 100% PitchShift = -20 0 Type = WORLD SHROUDED EVERYONE End AudioEvent NukeCannonUnDeploy Sounds = vnukde2a - Volume = 100 + Volume = 100% PitchShift = -20 0 Type = WORLD SHROUDED EVERYONE End @@ -4171,16 +4171,16 @@ AudioEvent RepairSparks Sounds = ; gsparksa gsparksb needs to be revisited. Control = RANDOM Limit = 4 - Volume = 50 + Volume = 50% PitchShift = -10 10 - VolumeShift = -20 + VolumeShift = -20% Type = WORLD SHROUDED EVERYONE End AudioEvent DieByFireUSA Sounds = idiufira idiufirb idiufirc idiufird idiufire idiufirf idiufirg idiufirh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4189,7 +4189,7 @@ End AudioEvent DieByFireGLA Sounds = idigfira idigfirb idigfirc idigfird idigfire idigfirf idigfirg idigfirh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4198,7 +4198,7 @@ End AudioEvent DieByFireChina Sounds = idicfira idicfirb idicfirc idicfird idicfire idicfirf idicfirg idicfirh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4207,7 +4207,7 @@ End AudioEvent DieByFireFemale Sounds = idiffira idiffirb idiffirc idiffird Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4219,7 +4219,7 @@ End AudioEvent DieByToxinUSA Sounds = idiutoxa idiutoxb idiutoxc idiutoxd idiutoxe idiutoxf idiutoxg idiutoxh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4228,7 +4228,7 @@ End AudioEvent DieByToxinGLA Sounds = idigtoxa idigtoxb idigtoxc idigtoxd idigtoxe idigtoxf idigtoxg idigtoxh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4237,7 +4237,7 @@ End AudioEvent DieByToxinChina Sounds = idictoxa idictoxb idictoxc idictoxd idictoxe idictoxf idictoxg idictoxh Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4246,7 +4246,7 @@ End AudioEvent DieByToxinFemale Sounds = idiftoxa idiftoxb idiftoxc idiftoxd Control = RANDOM - Volume = 90 + Volume = 90% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4260,36 +4260,36 @@ AudioEvent NukeCannonTurretMoveLoop Decay = vnuklo3a ; MinRange = 100 ; MaxRange = 400 - VolumeShift = -10 - Volume = 45 + VolumeShift = -10% + Volume = 45% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent SalvageUpgrade Sounds = gsalvage - Volume = 80 + Volume = 80% Priority = HIGH Type = WORLD SHROUDED PLAYER End AudioEvent OverlordExpansion Sounds = voveupgr - Volume = 90 + Volume = 90% Priority = HIGH Type = WORLD SHROUDED PLAYER End AudioEvent SpySatellite Sounds = sspysate - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD PLAYER End AudioEvent CrateCash Sounds = gcracash - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4302,7 +4302,7 @@ AudioEvent FireStormLoop Control = RANDOM LOOP ALL Priority = NORMAL Limit = 3 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -4312,7 +4312,7 @@ AudioEvent ToxinTractorDie Delay = 300 500 Control = RANDOM PitchShift = -15 15 - Volume = 100 + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4323,9 +4323,9 @@ AudioEvent BuildingDebris Sounds = gbuideba gbuidebb gbuidebc gbuidebd gbuidebe gbuidebf gbuidebg gbuidebh gbuidebi gbuidebj gbuidebk gbuidebl gbuidebm gbuidebn gbuidebo gbuidebp Control = RANDOM Limit = 3 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -4334,7 +4334,7 @@ AudioEvent MoneyDeposited Sounds = ucredupa Control = RANDOM Limit = 3 - Volume = 30 + Volume = 30% Priority = LOW Type = UI PLAYER End @@ -4343,7 +4343,7 @@ AudioEvent MoneyWithdraw Sounds = ucreddna Control = RANDOM Limit = 3 - Volume = 30 + Volume = 30% Priority = LOW Type = UI PLAYER End @@ -4352,8 +4352,8 @@ AudioEvent CratePickupSound Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 120 + VolumeShift = -10% + Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4361,8 +4361,8 @@ AudioEvent CrateHeal Sounds = Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 120 + VolumeShift = -10% + Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4370,8 +4370,8 @@ AudioEvent CrateShroud Sounds = Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 120 + VolumeShift = -10% + Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4379,9 +4379,9 @@ AudioEvent CrateMoney Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10 + VolumeShift = -10% MinRange = 150 - Volume = 120 + Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4389,16 +4389,16 @@ AudioEvent CrateFreeUnit Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10 - Volume = 120 + VolumeShift = -10% + Volume = 120% Type = WORLD SHROUDED PLAYER End AudioEvent UnitPromoted Sounds = gunitpra Limit = 1 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Type = WORLD SHROUDED PLAYER End @@ -4409,8 +4409,8 @@ AudioEvent CivPropPlaneAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4421,8 +4421,8 @@ AudioEvent CivAirportAmbience Control = LOOP RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4433,8 +4433,8 @@ AudioEvent CivIndustrialPlantAmbientLoop Decay = bindlo2a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 95 - VolumeShift = -10 + Volume = 95% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -4444,8 +4444,8 @@ AudioEvent ChemBunkerDamagedAmbientLoop Decay = btoxlo2a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -4457,8 +4457,8 @@ AudioEvent ToxicPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% Type = WORLD EVERYONE End @@ -4466,8 +4466,8 @@ AudioEvent ToxicPoolDie Sounds = gtoxlo3a Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% Type = WORLD EVERYONE End @@ -4478,8 +4478,8 @@ AudioEvent AnthraxPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4489,8 +4489,8 @@ AudioEvent AnthraxPoolDie Sounds = gantlo3a Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% Type = WORLD EVERYONE End @@ -4502,8 +4502,8 @@ AudioEvent RadiationPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4512,8 +4512,8 @@ AudioEvent RadiationPoolDie Sounds = gantlo3a Priority = LOWEST Limit = 2 - Volume = 85 - VolumeShift = -20 + Volume = 85% + VolumeShift = -20% Type = WORLD EVERYONE End @@ -4523,8 +4523,8 @@ AudioEvent HotelAmbientDiver Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4533,8 +4533,8 @@ AudioEvent HotelAmbientSwimmerLoop Sounds = auhosw1a auhosw1b auhosw1c auhosw1d auhosw1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -4542,8 +4542,8 @@ AudioEvent HotelAmbientTennisLoop Sounds = auhote1a auhote1b auhote1c auhote1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -4552,8 +4552,8 @@ AudioEvent CraneAmbience Control = LOOP ALL RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -4565,8 +4565,8 @@ AudioEvent OilDerrickAmbientLoop Control = LOOP ALL RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% MinRange = 150 MaxRange = 800 Type = WORLD EVERYONE @@ -4576,9 +4576,9 @@ AudioEvent FarmAmbientLoop Control = LOOP ALL RANDOM Sounds = addfam1a addfam1b addfam1c addfam1d addfam1e Priority = LOWEST - Volume = 65 + Volume = 65% Limit = 2 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -5 5 MinRange = 150 MaxRange = 800 @@ -4591,8 +4591,8 @@ AudioEvent CowAmbience Control = LOOP RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 @@ -4603,7 +4603,7 @@ AudioEvent DocksWallaLoop Sounds = addowl1a addowl1b addowl1c addowl1d addowl1e addowl1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% Limit = 1 PitchShift = -5 5 MinRange = 150 @@ -4617,8 +4617,8 @@ AudioEvent ParkChimes Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% ; MinRange = 200 ; MaxRange = 600 Type = WORLD EVERYONE @@ -4629,8 +4629,8 @@ AudioEvent DocksUrbanBirdsAmbience Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4642,8 +4642,8 @@ AudioEvent IndustrialYardAmbientLoop Sounds = auiyam1a auiyam1b auiyam1c auiyam1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% MinRange = 150 MaxRange = 800 Type = WORLD EVERYONE @@ -4654,8 +4654,8 @@ AudioEvent ChinaNightClubLoop Sounds = aunccl1a aunccl1b Control = LOOP RANDOM Priority = LOWEST - Volume = 80 - VolumeShift = -5 + Volume = 80% + VolumeShift = -5% MinRange = 150 MaxRange = 800 Type = WORLD EVERYONE @@ -4666,7 +4666,7 @@ AudioEvent DocksVillageWaterLapping Sounds = addowa1a addowa1b addowa1c addowa1d addowa1e addowa1f addowa1g addowa1h Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% Limit = 2 PitchShift = -5 5 ; MinRange = 200 @@ -4679,8 +4679,8 @@ AudioEvent PlaygroundAmbience Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 @@ -4695,8 +4695,8 @@ AudioEvent Amb_DesertFarmGoat Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4706,8 +4706,8 @@ AudioEvent Amb_DesertFarmRooster Control = LOOP RANDOM Delay = 10000 15000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4717,8 +4717,8 @@ AudioEvent Amb_DesertFarmSheep Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4728,8 +4728,8 @@ AudioEvent Amb_DesertMarketBell Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -4738,8 +4738,8 @@ AudioEvent Amb_DesertMarketCarHorn Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -5 5 Type = WORLD EVERYONE End @@ -4750,8 +4750,8 @@ AudioEvent Amb_DesertMarketDog Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4761,8 +4761,8 @@ AudioEvent Amb_DesertMarketDog2 Control = LOOP RANDOM Delay = 3000 15000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4772,8 +4772,8 @@ AudioEvent Amb_DesertMarketGoat Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4783,8 +4783,8 @@ AudioEvent Amb_DesertMarketMoped Control = LOOP Delay = 9000 15000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4793,7 +4793,7 @@ AudioEvent Amb_DesertMarketWallaMusicLoop Sounds = addmmu1a addmmu1b addmmu1c addmmu1d addmmu1e addmmu1f addmmu1g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 + Volume = 60% Limit = 2 MinRange = 150 MaxRange = 800 @@ -4804,7 +4804,7 @@ AudioEvent Amb_DesertMarketWallaLoop Sounds = addmwl1a addmwl1b addmwl1c addmwl1d addmwl1e addmwl1f addmwl1g addmwl1h ; addmwl1i Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 + Volume = 60% Limit = 2 PitchShift = -5 5 MinRange = 150 @@ -4816,7 +4816,7 @@ AudioEvent Amb_DesertMarketWallaWomenLoop Sounds = addmwo1a addmwo1b addmwo1c addmwo1d addmwo1e addmwo1f addmwo1g addmwo1h addmwo1i Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 + Volume = 60% Limit = 2 PitchShift = -5 5 MinRange = 150 @@ -4829,8 +4829,8 @@ AudioEvent Amb_DesertNatureDayBirds Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4840,8 +4840,8 @@ AudioEvent Amb_DesertNatureDayBirds2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4851,8 +4851,8 @@ AudioEvent Amb_DesertNatureDayInsects Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -4861,8 +4861,8 @@ AudioEvent Amb_DesertNatureDayInsects2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4872,8 +4872,8 @@ AudioEvent Amb_DesertNatureDayInsects3 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 100 - VolumeShift = -10 + Volume = 100% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4882,10 +4882,10 @@ AudioEvent Amb_DesertNatureWindThinLoop Sounds = addnwi1a addnwi1b addnwi1c addnwi1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 110 + Volume = 110% Limit = 2 PitchShift = -5 5 - VolumeShift = -20 + VolumeShift = -20% MinRange = 200 MaxRange = 700 Type = WORLD EVERYONE @@ -4895,7 +4895,7 @@ AudioEvent Amb_DesertNatureWindTreesLoop Sounds = addnwi2a addnwi2b addnwi2c addnwi2d addnwi2e addnwi2f addnwi2g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85 + Volume = 85% Limit = 2 PitchShift = -5 5 MinRange = 200 @@ -4907,7 +4907,7 @@ AudioEvent Amb_DesertNatureWindThickLoop Sounds = addnwi3a addnwi3b addnwi3c addnwi3d addnwi3e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90 + Volume = 90% Limit = 2 PitchShift = -5 5 MinRange = 150 @@ -4919,8 +4919,8 @@ AudioEvent Amb_DesertVillageDayBirds Sounds = addvbi1a addvbi1b addvbi1c addvbi1d addvbi1e addvbi1f addvbi1g Control = LOOP RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4930,8 +4930,8 @@ AudioEvent Amb_DesertVillageDayBirds2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4942,8 +4942,8 @@ AudioEvent Amb_DesertVillageDayDog Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4953,8 +4953,8 @@ AudioEvent Amb_DesertVillageKids Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4964,8 +4964,8 @@ AudioEvent Amb_DesertVillageKids2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4974,7 +4974,7 @@ AudioEvent Amb_DesertVillageDayMenLoop Sounds = addvma1a addvma1b addvma1c addvma1d addvma1e addvma1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65 + Volume = 65% Limit = 2 PitchShift = -5 5 MinRange = 150 @@ -4987,8 +4987,8 @@ AudioEvent Amb_DesertVillageDayMoped Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -4998,8 +4998,8 @@ AudioEvent Amb_DesertVillageDayRooster Control = LOOP RANDOM Delay = 10000 15000 Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5008,7 +5008,7 @@ AudioEvent Amb_DesertVillageDayWallaLoop Sounds = addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1e addvwl1f ; addvwl1g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65 + Volume = 65% Limit = 2 PitchShift = -5 5 MinRange = 150 @@ -5021,7 +5021,7 @@ AudioEvent Amb_DesertNatureNightInsectLoop Sounds = adnnin1a adnnin1b adnnin1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 70 + Volume = 70% Limit = 2 PitchShift = -2 2 MinRange = 200 @@ -5034,8 +5034,8 @@ AudioEvent Amb_DesertVillageNightCat Control = LOOP RANDOM Delay = 10000 18000 Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5045,8 +5045,8 @@ AudioEvent Amb_DesertVillageNightDog Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5056,8 +5056,8 @@ AudioEvent Amb_DesertVillageNightDog2 Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5066,7 +5066,7 @@ AudioEvent Amb_DesertVillageNightDrummerLoop Sounds = adnvdr1a adnvdr1b adnvdr1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% Limit = 2 MinRange = 200 MaxRange = 800 @@ -5077,8 +5077,8 @@ AudioEvent Amb_DesertVillageNightInsect Sounds = adnvin1a adnvin1b adnvin1c Control = LOOP RANDOM Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -3 3 Type = WORLD EVERYONE End @@ -5087,8 +5087,8 @@ AudioEvent Amb_DesertVillageNightInsect2 Sounds = adnvin1a adnvin1b adnvin1c Control = LOOP RANDOM Priority = LOWEST - Volume = 90 - VolumeShift = -10 + Volume = 90% + VolumeShift = -10% PitchShift = -3 3 Type = WORLD EVERYONE End @@ -5097,8 +5097,8 @@ AudioEvent Amb_DesertVillageNightMenLoop Sounds = adnvme1a adnvme1b adnvme1c adnvme1d adnvme1e adnvme1f adnvme1g adnvme1h Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -5 5 MinRange = 150 MaxRange = 800 @@ -5110,8 +5110,8 @@ AudioEvent Amb_DesertVillageNightTrash Control = LOOP RANDOM Delay = 15000 30000 Priority = LOWEST - Volume = 70 - VolumeShift = -20 + Volume = 70% + VolumeShift = -20% PitchShift = -20 20 Type = WORLD EVERYONE End @@ -5120,8 +5120,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop Sounds = autsamba autsambb autsambc autsambd Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% MinRange = 175 MaxRange = 800 Type = WORLD EVERYONE @@ -5131,8 +5131,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop2 Sounds = autsam2a autsam2b Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% PitchShift = -10 10 MinRange = 175 MaxRange = 800 @@ -5143,8 +5143,8 @@ AudioEvent Amb_UrbanBusStationAmbientLoop Sounds = aubsam1a aubsam1b aubsam1c aubsam1d aubsam1e aubsam1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90 - VolumeShift = -10 + Volume = 90% + VolumeShift = -10% PitchShift = -10 10 MinRange = 175 MaxRange = 800 @@ -5156,8 +5156,8 @@ AudioEvent Amb_UrbanBusStationPAVoice Control = LOOP RANDOM Delay = 8000 10000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% PitchShift = -5 5 Type = WORLD EVERYONE End @@ -5167,8 +5167,8 @@ AudioEvent Amb_UrbanBusStationBuses Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5178,8 +5178,8 @@ AudioEvent Amb_UrbanCemetaryBell Control = LOOP RANDOM Delay = 15000 25000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -5188,8 +5188,8 @@ AudioEvent Amb_UrbanCemetaryDigging Control = LOOP RANDOM Delay = 1000 20000 Priority = LOWEST - Volume = 75 - VolumeShift = -15 + Volume = 75% + VolumeShift = -15% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5199,8 +5199,8 @@ AudioEvent Amb_UrbanNightChinaBikeBell Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 95 - VolumeShift = -10 + Volume = 95% + VolumeShift = -10% PitchShift = -3 3 Type = WORLD EVERYONE End @@ -5209,8 +5209,8 @@ AudioEvent Amb_UrbanNightChinaClub2 Sounds = aunccl2a Control = LOOP RANDOM Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% MinRange = 100 MaxRange = 800 Type = WORLD EVERYONE @@ -5220,8 +5220,8 @@ AudioEvent Amb_UrbanParkAmbientLoop Sounds = aupaam1a aupaam1b aupaam1c aupaam1d aupaam1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% PitchShift = -3 3 MinRange = 150 MaxRange = 800 @@ -5233,8 +5233,8 @@ AudioEvent Amb_UrbanParkBirds Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 MinRange = 200 Type = WORLD EVERYONE @@ -5246,8 +5246,8 @@ AudioEvent Amb_UrbanParkChimes Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -5256,8 +5256,8 @@ AudioEvent Amb_UrbanParkDucks Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5265,8 +5265,8 @@ End AudioEvent Amb_UrbanPoliceSiren Sounds = auposi2a Priority = LOWEST - Volume = 90 - VolumeShift = -10 + Volume = 90% + VolumeShift = -10% PitchShift = -3 3 Type = WORLD EVERYONE End @@ -5275,8 +5275,8 @@ AudioEvent Amb_UrbanPoliceSirenLoop Sounds = auposi1a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90 - VolumeShift = -10 + Volume = 90% + VolumeShift = -10% MinRange = 150 MaxRange = 800 Type = WORLD EVERYONE @@ -5287,10 +5287,10 @@ AudioEvent Amb_UrbanCityAmbientLoop Sounds = aurbci1a aurbci1a aurbci1b aurbci1b aurbci1c aurbci1c aurbci1d aurbci1e aurbci1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% MinRange = 150 MaxRange = 800 - VolumeShift = -10 + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5299,10 +5299,10 @@ AudioEvent Amb_UrbanCityAmbientLoop2 Sounds = aurbci2a aurbci2a aurbci2b aurbci2b Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75 + Volume = 75% MinRange = 150 MaxRange = 800 - VolumeShift = -10 + VolumeShift = -10% Type = WORLD EVERYONE End @@ -5311,8 +5311,8 @@ AudioEvent Amb_UrbanDocksBirds Control = LOOP RANDOM Delay = 3000 8000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5321,8 +5321,8 @@ AudioEvent Amb_UrbanDocksAmbientLoop Sounds = audoam1a audoam1b audoam1c audoam1d audoam1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% MinRange = 150 MaxRange = 800 Type = WORLD EVERYONE @@ -5334,8 +5334,8 @@ AudioEvent Amb_UrbanDocksBouy Control = LOOP RANDOM Delay = 15000 22000 Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -5344,8 +5344,8 @@ AudioEvent Amb_UrbanDocksFoghorn Control = LOOP RANDOM Delay = 20000 25000 Priority = LOWEST - Volume = 80 - VolumeShift = -10 + Volume = 80% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -5353,8 +5353,8 @@ AudioEvent Amb_UrbanDocksMachineryLoop Sounds = audoma1a audoma1b audoma1c audoma1a audoma1b audoma1c audoma1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 150 - VolumeShift = -10 + Volume = 150% + VolumeShift = -10% MinRange = 150 MaxRange = 800 Type = WORLD EVERYONE @@ -5366,8 +5366,8 @@ AudioEvent Amb_WinterNatureWoodpecker Control = LOOP RANDOM Delay = 12000 24000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5377,8 +5377,8 @@ AudioEvent Amb_WinterNatureCrows Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5388,8 +5388,8 @@ AudioEvent Amb_WinterNatureCrows2 Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5398,8 +5398,8 @@ AudioEvent Amb_WinterNatureWindLoop Sounds = awdnwi1a awdnwi1b awdnwi1c awdnwi1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 MinRange = 150 MaxRange = 800 @@ -5411,8 +5411,8 @@ AudioEvent Amb_WinterNatureNightWolves Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 95 - VolumeShift = -10 + Volume = 95% + VolumeShift = -10% PitchShift = -10 10 Type = WORLD EVERYONE End @@ -5422,8 +5422,8 @@ AudioEvent Amb_UrbanIndustrialYardPileDriver Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 45 - VolumeShift = -10 + Volume = 45% + VolumeShift = -10% PitchShift = -10 10 MinRange = 100 MaxRange = 600 @@ -5434,8 +5434,8 @@ AudioEvent Amb_UrbanIndustrialYardGeneratorLoop Sounds = auiyge1a auiyge1b auiyge1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 55 - VolumeShift = -10 + Volume = 55% + VolumeShift = -10% MinRange = 150 MaxRange = 800 Type = WORLD EVERYONE @@ -5446,7 +5446,7 @@ AudioEvent Amb_WaterOceanWaves Sounds = awocwava awocwavb awocwavc awocwavd Delay = 1000 3000 Priority = LOWEST - Volume = 65 + Volume = 65% Limit = 3 PitchShift = -10 10 Type = WORLD EVERYONE @@ -5456,10 +5456,10 @@ AudioEvent Amb_WaterLakeWaves Control = LOOP ALL Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST - VolumeShift = -10 + VolumeShift = -10% PitchShift = -15 0 Delay = 3000 5000 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -5470,10 +5470,10 @@ AudioEvent Amb_WaterRiverLoop Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 50 + Volume = 50% MinRange = 150 MaxRange = 1000 - VolumeShift = -10 + VolumeShift = -10% Type = WORLD EVERYONE End @@ -5483,8 +5483,8 @@ AudioEvent Amb_WaterStreamLoop Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 45 - VolumeShift = -10 + Volume = 45% + VolumeShift = -10% MinRange = 150 MaxRange = 1000 Type = WORLD EVERYONE @@ -5494,8 +5494,8 @@ AudioEvent Amb_WinterNatureWindCold Sounds = awind3a awind3b Control = LOOP RANDOM Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% PitchShift = -10 10 Delay = 8000 16000 Type = WORLD EVERYONE @@ -5505,8 +5505,8 @@ AudioEvent Amb_WinterNatureWind Sounds = awind2a awind2b awind2c Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 Delay = 8000 16000 Type = WORLD EVERYONE @@ -5516,8 +5516,8 @@ AudioEvent Amb_DesertVillageDayDog2 Sounds = adog01a adog01b adog01c Control = LOOP RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -5 5 Delay = 10000 15000 Type = WORLD EVERYONE @@ -5527,8 +5527,8 @@ AudioEvent Amb_TemperateNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -5 5 Delay = 6000 10000 Type = WORLD EVERYONE @@ -5538,8 +5538,8 @@ AudioEvent Amb_DesertNatureWindNight Sounds = awind1a awind1b awind1c Control = LOOP RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -20 + Volume = 65% + VolumeShift = -20% PitchShift = -10 10 Delay = 12000 20000 Type = WORLD EVERYONE @@ -5553,7 +5553,7 @@ AudioEvent Amb_TemperateMeadowAmbientLoop PitchShift = -5 5 MinRange = 175 MaxRange = 800 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -5565,7 +5565,7 @@ AudioEvent Amb_TemperateMarshAmbientLoop PitchShift = -5 5 MinRange = 175 MaxRange = 800 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -5575,7 +5575,7 @@ AudioEvent Amb_DesertMarketWallaLoop2 ; Attack = amarke1f ; Decay = amarke1g Priority = LOWEST - Volume = 45 + Volume = 45% Limit = 2 MinRange = 175 MaxRange = 800 @@ -5589,7 +5589,7 @@ AudioEvent Amb_DesertMarketWallaLoop3 Priority = LOWEST ; Attack = amarke2f ; Decay = amarke2g - Volume = 45 + Volume = 45% Limit = 2 MinRange = 175 MaxRange = 800 @@ -5605,7 +5605,7 @@ AudioEvent Amb_DesertVillageDayWallaLoop2 PitchShift = -5 5 MinRange = 175 MaxRange = 800 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -5617,7 +5617,7 @@ AudioEvent Amb_JungleDayDenseAmbientLoop PitchShift = -5 5 MinRange = 200 MaxRange = 1000 - Volume = 95 + Volume = 95% Type = WORLD EVERYONE End @@ -5629,7 +5629,7 @@ AudioEvent Amb_JungleDayDenseAmbientLoop2 PitchShift = -5 5 MinRange = 200 MaxRange = 1000 - Volume = 95 + Volume = 95% Type = WORLD EVERYONE End @@ -5640,7 +5640,7 @@ AudioEvent Amb_JungleDayDenseAmbientBirds Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 80 + Volume = 80% Type = WORLD EVERYONE End @@ -5652,7 +5652,7 @@ AudioEvent Amb_JungleDaySparseAmbientLoop PitchShift = -5 5 MinRange = 200 MaxRange = 800 - Volume = 100 + Volume = 100% Type = WORLD EVERYONE End @@ -5663,7 +5663,7 @@ AudioEvent Amb_JungleDaySparseAmbientAnimal Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 90 + Volume = 90% Type = WORLD EVERYONE End @@ -5676,7 +5676,7 @@ AudioEvent Amb_JungleNightAmbientLoop PitchShift = -5 5 MinRange = 200 MaxRange = 800 - Volume = 100 + Volume = 100% Type = WORLD EVERYONE End @@ -5688,7 +5688,7 @@ AudioEvent Amb_JungleNightAmbientLoop2 PitchShift = -5 5 MinRange = 200 MaxRange = 800 - Volume = 100 + Volume = 100% Type = WORLD EVERYONE End @@ -5700,7 +5700,7 @@ AudioEvent Amb_MountainNatureAmbientLoop Limit = 2 MinRange = 200 MaxRange = 1000 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5710,7 +5710,7 @@ AudioEvent Amb_MountainBell Delay = 15000 20000 Priority = LOWEST Limit = 2 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5718,8 +5718,8 @@ AudioEvent Amb_MountainBirds Sounds = amndbi1a amndbi1b amndbi1c amndbi1d amndbi1e amndbi1f amndbi1g amndbi1h Control = LOOP RANDOM Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Delay = 6000 12000 Type = WORLD EVERYONE End @@ -5728,8 +5728,8 @@ AudioEvent Amb_MountainBirds2 Sounds = amndbi2a Control = LOOP RANDOM Priority = LOWEST - Volume = 70 - VolumeShift = -10 + Volume = 70% + VolumeShift = -10% Delay = 6000 12000 Type = WORLD EVERYONE End @@ -5742,7 +5742,7 @@ AudioEvent Amb_TemperateForestBirdsLoop PitchShift = -5 5 MinRange = 150 MaxRange = 800 - Volume = 100 + Volume = 100% Type = WORLD EVERYONE End @@ -5753,7 +5753,7 @@ AudioEvent Amb_TemperateForestBirds Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 95 + Volume = 95% Type = WORLD EVERYONE End @@ -5765,7 +5765,7 @@ AudioEvent Amb_TemperateForestTreesLoop PitchShift = -5 5 MinRange = 200 MaxRange = 1000 - Volume = 80 + Volume = 80% Type = WORLD EVERYONE End @@ -5776,7 +5776,7 @@ AudioEvent Amb_TemperateForestTrees Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 95 + Volume = 95% Type = WORLD EVERYONE End @@ -5788,7 +5788,7 @@ AudioEvent Amb_TemperateMeadowBirdsLoop PitchShift = -5 5 MinRange = 150 MaxRange = 800 - Volume = 75 + Volume = 75% Type = WORLD EVERYONE End @@ -5801,7 +5801,7 @@ AudioEvent Amb_TemperateMeadowBirdsLoop2 PitchShift = -5 5 MinRange = 150 MaxRange = 800 - Volume = 85 + Volume = 85% Type = WORLD EVERYONE End @@ -5813,7 +5813,7 @@ AudioEvent Amb_TemperateMeadowBirds Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 85 + Volume = 85% Type = WORLD EVERYONE End @@ -5825,7 +5825,7 @@ AudioEvent Amb_UrbanChinaCourtyardLoop PitchShift = -5 5 MinRange = 200 MaxRange = 1000 - Volume = 95 + Volume = 95% Type = WORLD EVERYONE End @@ -5837,7 +5837,7 @@ AudioEvent Amb_UrbanChinaCourtyardBirds Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 75 + Volume = 75% Type = WORLD EVERYONE End @@ -5848,7 +5848,7 @@ AudioEvent Amb_UrbanChinaCourtyardChimes Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 75 + Volume = 75% Type = WORLD EVERYONE End @@ -5860,7 +5860,7 @@ AudioEvent Amb_UrbanChinaCourtyardWallaLoop PitchShift = -5 5 MinRange = 200 MaxRange = 1000 - Volume = 85 + Volume = 85% Type = WORLD EVERYONE End @@ -5870,7 +5870,7 @@ AudioEvent Amb_WaterFountainLoop Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 40 + Volume = 40% MinRange = 100 MaxRange = 700 Type = WORLD EVERYONE @@ -5884,7 +5884,7 @@ AudioEvent Amb_WaterLakeAmbientLoop PitchShift = -5 5 MinRange = 200 MaxRange = 800 - Volume = 90 + Volume = 90% Type = WORLD EVERYONE End @@ -5896,7 +5896,7 @@ AudioEvent Amb_WaterLakeLappingLoop PitchShift = -5 5 MinRange = 150 MaxRange = 800 - Volume = 65 + Volume = 65% Type = WORLD EVERYONE End @@ -5907,7 +5907,7 @@ AudioEvent Amb_WaterLakeLapping Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 70 + Volume = 70% Type = WORLD EVERYONE End @@ -5917,7 +5917,7 @@ AudioEvent Amb_TemperateTownDayAmbientLoop Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 100 + Volume = 100% MinRange = 200 MaxRange = 1000 Type = WORLD EVERYONE @@ -5930,7 +5930,7 @@ AudioEvent Amb_TemperateTownDayPigDog Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 115 + Volume = 115% Type = WORLD EVERYONE End @@ -5941,7 +5941,7 @@ AudioEvent Amb_TemperateTownDayPig Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 85 + Volume = 85% Type = WORLD EVERYONE End @@ -5951,7 +5951,7 @@ AudioEvent Amb_DesertVillageMilitary Priority = LOWEST Limit = 2 PitchShift = -5 5 - Volume = 65 + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -5961,12 +5961,12 @@ AudioEvent AmbientWavesLake Control = LOOP ALL Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST - VolumeShift = -10 + VolumeShift = -10% ; MinRange = 100 ; MaxRange = 300 PitchShift = -15 0 Delay = 3000 5000 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -5977,7 +5977,7 @@ AudioEvent AmbientWavesOcean1 Sounds = awocwava awocwavb awocwavc awocwavd Delay = 4000 8000 Priority = LOWEST - Volume = 70 + Volume = 70% Limit = 2 PitchShift = -10 10 Type = WORLD EVERYONE @@ -5993,7 +5993,7 @@ AudioEvent AmbientRiver PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 400 - Volume = 45 + Volume = 45% Type = WORLD EVERYONE End @@ -6001,8 +6001,8 @@ End AudioEvent AmbientWindCold Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 300 @@ -6015,8 +6015,8 @@ End AudioEvent AmbientWindMountain Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 300 @@ -6030,8 +6030,8 @@ AudioEvent AmbientDogBarking Sounds = adog01a adog01b adog01c Control = LOOP RANDOM Priority = LOWEST - Volume = 65 - VolumeShift = -10 + Volume = 65% + VolumeShift = -10% PitchShift = -5 5 Delay = 6000 10000 Type = WORLD EVERYONE @@ -6042,8 +6042,8 @@ AudioEvent AmbientNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -5 5 Delay = 6000 10000 Type = WORLD EVERYONE @@ -6054,8 +6054,8 @@ AudioEvent AmbientWindDesert Sounds = awind1a awind1b awind1c Control = LOOP RANDOM Priority = LOWEST - Volume = 60 - VolumeShift = -10 + Volume = 60% + VolumeShift = -10% PitchShift = -10 10 Delay = 3000 7000 Type = WORLD EVERYONE @@ -6070,7 +6070,7 @@ AudioEvent AmbientMeadow PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 - Volume = 50 + Volume = 50% Type = WORLD EVERYONE End @@ -6083,7 +6083,7 @@ AudioEvent AmbientMarsh PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 - Volume = 50 + Volume = 50% Type = WORLD EVERYONE End @@ -6096,7 +6096,7 @@ AudioEvent AmbientArabMarket1 Priority = LOWEST ; MinRange = 100 ; MaxRange = 200 - Volume = 45 + Volume = 45% Limit = 2 PitchShift = -5 5 Type = WORLD SHROUDED EVERYONE @@ -6111,7 +6111,7 @@ AudioEvent AmbientArabMarket2 Decay = amarke2g ; MinRange = 100 ; MaxRange = 200 - Volume = 45 + Volume = 45% Limit = 2 PitchShift = -5 5 Type = WORLD SHROUDED EVERYONE @@ -6126,7 +6126,7 @@ AudioEvent AmbientArabMarket3 Decay = amarke3g ; MinRange = 100 ; MaxRange = 200 - Volume = 45 + Volume = 45% Limit = 2 PitchShift = -5 5 Type = WORLD SHROUDED EVERYONE @@ -6141,7 +6141,7 @@ AudioEvent AmbientVillage1 PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 200 - Volume = 50 + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -6154,7 +6154,7 @@ AudioEvent AmbientGLABase PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 - Volume = 50 + Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -6172,7 +6172,7 @@ AudioEvent Cin_ParadeAmbientLoop Limit = 2 ; MinRange = 100 ; MaxRange = 500 - Volume = 90 + Volume = 90% Type = WORLD EVERYONE End @@ -6182,7 +6182,7 @@ AudioEvent Cin_ParadeMarchingLoop Priority = LOWEST Limit = 2 MinRange = 100 - Volume = 80 + Volume = 80% Type = WORLD EVERYONE End @@ -6195,8 +6195,8 @@ AudioEvent Cin_ParadeTank1 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Type = WORLD EVERYONE End @@ -6208,8 +6208,8 @@ AudioEvent Cin_ParadeTank2 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Type = WORLD EVERYONE End @@ -6221,8 +6221,8 @@ AudioEvent Cin_ParadeTank3 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Type = WORLD EVERYONE End @@ -6232,8 +6232,8 @@ AudioEvent Cin_ParadePanicFemaleLoop Priority = LOW Limit = 2 PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% Type = WORLD EVERYONE End @@ -6246,8 +6246,8 @@ AudioEvent Cin_ParadeCrowdLoop Limit = 2 MinRange = 200 MaxRange = 800 - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Type = WORLD EVERYONE End @@ -6260,8 +6260,8 @@ AudioEvent Cin_NukeAftermathAmbientFX Limit = 2 MinRange = 200 PitchShift = -5 5 - VolumeShift = -10 - Volume = 75 + VolumeShift = -10% + Volume = 75% Type = WORLD EVERYONE End @@ -6275,24 +6275,24 @@ AudioEvent Cin_NukeAftermathAmbientLoop ; MinRange = 200 ; MaxRange = 600 PitchShift = -5 5 - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Type = WORLD EVERYONE End AudioEvent CivilianPanicFemale Sounds = gpanfema gpanfemb gpanfemc - Volume = 65 - VolumeShift = -20 + Volume = 65% + VolumeShift = -20% Limit = 2 Type = WORLD SHROUDED EVERYONE End AudioEvent CivilianPanicMale Sounds = gpanmala gpanmalb gpanmalc - Volume = 65 - VolumeShift = -20 + Volume = 65% + VolumeShift = -20% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6302,7 +6302,7 @@ AudioEvent LoadScreenAmbient Attack = ; uloalo1a Decay = ; uloalo3a Control = LOOP - Volume = 80 + Volume = 80% Limit = 1 Type = UI EVERYONE End @@ -6314,7 +6314,7 @@ AudioEvent Cin_BridgeDemoChargeBeep Delay = 500 500 ; MinRange = 100 ; MaxRange = 500 - Volume = 60 + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -6325,7 +6325,7 @@ AudioEvent Cin_ScudStormLaunchAlertLoop Delay = 400 400 ; MinRange = 100 ; MaxRange = 500 - Volume = 60 + Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -6334,14 +6334,14 @@ AudioEvent Cin_BaseAlarm Priority = HIGH ; MinRange = 200 ; MaxRange = 1200 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_MissileLaunchAlarm Sounds = cscudalb Priority = HIGH - Volume = 100 + Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -6350,16 +6350,16 @@ AudioEvent ParachuteOpen Sounds = gparacha gparachb gparachc Priority = LOW PitchShift = -10 10 - VolumeShift = -15 - Volume = 90 + VolumeShift = -15% + Volume = 90% Type = WORLD SHROUDED EVERYONE End AudioEvent VehicleSnipeVictim Sounds = gvehsnia Priority = HIGH - VolumeShift = -15 - Volume = 70 + VolumeShift = -15% + Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -6368,7 +6368,7 @@ AudioEvent CIAIntelligenceActivate Priority = HIGH MinRange = 200 MaxRange = 1000 - Volume = 100 + Volume = 100% Type = WORLD PLAYER End @@ -6376,12 +6376,12 @@ End AudioEvent RemoteDemoChargeExplosion Sounds = icolexpa Control = INTERRUPT RANDOM - VolumeShift = -15 + VolumeShift = -15% PitchShift = -15 15 - Volume = 90 + Volume = 90% Limit = 3 Priority = HIGH - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -6390,7 +6390,7 @@ AudioEvent RadarVanScan Priority = HIGH MinRange = 200 MaxRange = 800 - Volume = 90 + Volume = 90% Type = WORLD PLAYER End @@ -6404,8 +6404,8 @@ AudioEvent CINE_DaisyCutterWeapon Limit = 2 Priority = HIGH PitchShift = -5 5 - VolumeShift = -15 - Volume = 60 ; do not modify -mp + VolumeShift = -15% + Volume = 60% ; do not modify -mp Type = WORLD SHROUDED EVERYONE End @@ -6415,8 +6415,8 @@ AudioEvent Cin_NukeTruckMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -6429,8 +6429,8 @@ AudioEvent NukeTruckMoveLoop Sounds = ctr2lo2a ctr2lo2b Attack = ctr2lo1a Decay = ctr2lo3a - VolumeShift = -10 - Volume = 70 + VolumeShift = -10% + Volume = 70% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6438,14 +6438,14 @@ End AudioEvent Cin_MigFalling Sounds = cmigfala Priority = HIGH - Volume = 100 + Volume = 100% Type = WORLD PLAYER End AudioEvent Cin_SonicBoom Sounds = csonicbo Priority = HIGH - Volume = 90 + Volume = 90% Type = UI End @@ -6455,10 +6455,10 @@ AudioEvent Cin_BattleSweetener Sounds = cbattlea cbattleb cbattlec cbattled cbattlee cbattlef Control = RANDOM Priority = HIGH - Volume = 100 - VolumeShift = -2 + Volume = 100% + VolumeShift = -2% PitchShift = -10 10 - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD EVERYONE End @@ -6466,10 +6466,10 @@ AudioEvent Cin_U02_BattleSweetener Sounds = cbattlea cbattleb cbattlec cbattled cbattlee cbattlef Control = LOOP ALL RANDOM Priority = HIGH - Volume = 105 - VolumeShift = -10 + Volume = 105% + VolumeShift = -10% PitchShift = -10 10 - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD EVERYONE End @@ -6477,21 +6477,21 @@ End AudioEvent Cin_TrainFalling Sounds = ctrafall Priority = HIGH - Volume = 100 + Volume = 100% Type = UI End AudioEvent Cin_TrainBraking Sounds = ctrabrak Priority = HIGH - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_TrainSteamRelease Sounds = ctrastea Priority = HIGH - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -6501,8 +6501,8 @@ AudioEvent Cin_BaikonurRocketAmbientLoop Sounds = croclo2a croclo2b croclo2c croclo2d Attack = croclo1a Decay = croclo3a - VolumeShift = -10 - Volume = 105 + VolumeShift = -10% + Volume = 105% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6512,7 +6512,7 @@ AudioEvent Cin_BaikonurRocketPadHissLoop Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a PitchShift = -2 2 - Volume = 55 + Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -6520,28 +6520,28 @@ End AudioEvent Cin_InfantryFallingA Sounds = cinffala - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingB Sounds = cinffalb - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingC Sounds = cinffalc - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingD Sounds = cinffald - Volume = 100 + Volume = 100% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6549,14 +6549,14 @@ End AudioEvent Cin_BaikonurMissileFlyBy Sounds = crocflya Priority = HIGH - Volume = 150 + Volume = 150% Type = UI End AudioEvent Cin_BaikonurMissileBreakApart Sounds = crocbrea Priority = HIGH - Volume = 150 + Volume = 150% Type = UI End @@ -6568,7 +6568,7 @@ AudioEvent Cin_BaikonurGLACheerSquad Priority = NORMAL Limit = 2 PitchShift = -5 5 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6580,7 +6580,7 @@ AudioEvent Cin_AngryMobAmbientLoop Priority = NORMAL Limit = 2 PitchShift = -5 5 - Volume = 80 + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6588,7 +6588,7 @@ End AudioEvent RadarPing Sounds = uradarpi Priority = HIGH - Volume = 50 + Volume = 50% Type = UI PLAYER End @@ -6598,8 +6598,8 @@ AudioEvent BaikonurTruckMoveLoop Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a - VolumeShift = -10 - Volume = 55 + VolumeShift = -10% + Volume = 55% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -6615,15 +6615,15 @@ AudioEvent Cin_TankAmbientLoop MinRange = 200 MaxRange = 3000 PitchShift = -15 15 - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% Type = WORLD EVERYONE End AudioEvent Cin_ScudMissileIncoming Sounds = cscuinco Priority = HIGH - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -6632,8 +6632,8 @@ AudioEvent JetSkid Sounds = gjetskia gjetskib Control = RANDOM Priority = LOW - Volume = 40 - VolumeShift = -10 + Volume = 40% + VolumeShift = -10% PitchShift = -2 2 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -6642,7 +6642,7 @@ End AudioEvent GLADemoChargeAlarm Sounds = gdembeep Priority = HIGH - Volume = 100 + Volume = 100% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6651,7 +6651,7 @@ AudioEvent Cin_BaseAlarmChina06 Sounds = cbaseala Priority = HIGH ; MaxRange = 1200 - Volume = 125 + Volume = 125% Type = WORLD SHROUDED EVERYONE End @@ -6678,7 +6678,7 @@ AudioEvent Cin_NukeWhoosh Sounds = cnukewho Priority = HIGH Limit = 1 - Volume = 90 + Volume = 90% MinRange = 500 MaxRange = 5000 Type = WORLD SHROUDED EVERYONE @@ -6697,8 +6697,8 @@ AudioEvent Cin_DirtRollingLoop MinRange = 200 MaxRange = 3000 PitchShift = -15 15 - VolumeShift = -10 - Volume = 60 + VolumeShift = -10% + Volume = 60% Type = WORLD EVERYONE End @@ -6706,7 +6706,7 @@ End AudioEvent EmergencyRepairActivate Sounds = srepaira Priority = HIGH - Volume = 100 + Volume = 100% MinRange = 200 MaxRange = 1000 Type = WORLD SHROUDED EVERYONE @@ -6715,7 +6715,7 @@ End AudioEvent CheerGLA Sounds = ucheergl Priority = HIGH - Volume = 100 + Volume = 100% Type = UI EVERYONE End @@ -6729,8 +6729,8 @@ AudioEvent UnderConstructionLoop Limit = 2 MinRange = 100 MaxRange = 1000 - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6738,7 +6738,7 @@ End AudioEvent CashHackActivate Sounds = scashhac Priority = HIGH - Volume = 100 + Volume = 100% MinRange = 200 MaxRange = 1000 Type = WORLD SHROUDED EVERYONE @@ -6751,7 +6751,7 @@ AudioEvent Cin_TrainRunningLoop Decay = gtralo3a MinRange = 500 MaxRange = 4000 - Volume = 175 + Volume = 175% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -6762,9 +6762,9 @@ End AudioEvent CombatBikeMoveStart Sounds = vsnostaa vsnostab vsnostac vsnostad Control = RANDOM - VolumeShift = -20 + VolumeShift = -20% PitchShift = -10 10 - Volume = 90 + Volume = 90% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -6776,8 +6776,8 @@ AudioEvent HelixAmbientLoop Attack = vhello1a Decay = vhello3a Control = LOOP ALL RANDOM - VolumeShift = -10 - Volume = 85 + VolumeShift = -10% + Volume = 85% Limit = 3 MinRange = 150 MaxRange = 1000 @@ -6788,7 +6788,7 @@ End ; AudioEvent AircraftCarrierSelect ; Sounds = bairsela bairselb bairselc ; Limit = 1 -; Volume = 40 +; Volume = 40% ; Type = UI PLAYER ; End @@ -6796,21 +6796,21 @@ End ; Sounds = bairatta bairattb bairattc bairattd bairatte ; Control = RANDOM ; Limit = 1 -; Volume = 60 +; Volume = 60% ; Type = UI VOICE PLAYER ; End AudioEvent SentryDroneVoiceSelect Sounds = vsensela vsenselb vsenselc vsenseld Control = RANDOM - Volume = 60 + Volume = 60% Type = UI VOICE PLAYER End AudioEvent SentryDroneVoiceMove Sounds = vsenmova vsenmovb vsenmovc Control = RANDOM - Volume = 60 + Volume = 60% Type = UI VOICE PLAYER End @@ -6821,7 +6821,7 @@ AudioEvent AvalancheRumbleLoop Attack = cavrlo1a Decay = cavrlo3a Limit = 1 - Volume = 130 + Volume = 130% MinRange = 600 MaxRange = 5000 Priority = NORMAL @@ -6834,7 +6834,7 @@ AudioEvent AvalancheTextureLoop Attack = cavtlo2a Decay = cavtlo3a Limit = 1 - Volume = 130 + Volume = 130% MinRange = 600 MaxRange = 5000 Priority = NORMAL @@ -6844,7 +6844,7 @@ End AudioEvent AvalancheHit01 Sounds = cavhita Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6852,7 +6852,7 @@ End AudioEvent AvalancheHit02 Sounds = cavhitb Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6860,7 +6860,7 @@ End AudioEvent AvalancheHit03 Sounds = cavhitc Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6869,7 +6869,7 @@ End AudioEvent AvalancheSlide01 Sounds = cavslia Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6877,7 +6877,7 @@ End AudioEvent AvalancheSlide02 Sounds = cavslib Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6885,7 +6885,7 @@ End AudioEvent AvalancheSlide03 Sounds = cavslic Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6896,7 +6896,7 @@ AudioEvent Cin_CombatCycleMainLoop Decay = ccyclo3a Control = LOOP ALL RANDOM Limit = 3 - Volume = 130 + Volume = 130% MinRange = 140 MaxRange = 600 Priority = NORMAL @@ -6909,7 +6909,7 @@ AudioEvent Cin_CombatCycleRumbleLoop Decay = ccyrlo3a Control = LOOP ALL RANDOM Limit = 2 - Volume = 110 + Volume = 110% MinRange = 200 MaxRange = 3000 Priority = NORMAL @@ -6923,7 +6923,7 @@ AudioEvent Cin_CombatCycleByLoop Decay = ccyblo3a Control = LOOP ALL RANDOM Limit = 3 - Volume = 120 + Volume = 120% MinRange = 200 MaxRange = 3000 Priority = NORMAL @@ -6935,8 +6935,8 @@ AudioEvent Cin_CombatCycleByElements Limit = 4 Control = LOOP ALL RANDOM Delay = 500 2000 - VolumeShift = -20 - Volume = 100 + VolumeShift = -20% + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6944,7 +6944,7 @@ End AudioEvent Cin_CombatCycleSingleFlyBy Sounds = ccyclbye Limit = 1 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6953,10 +6953,10 @@ AudioEvent SneakAttackActivated Sounds = ssneakat Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10 - Volume = 130 + VolumeShift = -10% + Volume = 130% PitchShift = 0 20 - MinVolume = 90 + MinVolume = 90% Priority = HIGH Type = WORLD GLOBAL EVERYONE End @@ -6969,7 +6969,7 @@ AudioEvent Cin_CombatCycleLeadLoop Decay = ccyclo6a Control = LOOP ALL RANDOM Limit = 3 - Volume = 120 + Volume = 120% MinRange = 200 MaxRange = 3000 Priority = NORMAL @@ -6980,8 +6980,8 @@ End AudioEvent SpectreGunshipGattlingWeapon Control = RANDOM INTERRUPT Sounds = vspewe1a vspewe1b vspewe1c - ; VolumeShift = -10 - Volume = 80 + ; VolumeShift = -10% + Volume = 80% MinRange = 175 Limit = 3 Priority = NORMAL @@ -6992,8 +6992,8 @@ End AudioEvent SentryDroneWeapon Control = RANDOM INTERRUPT Sounds = vsenweaa vsenweab vsenweac vsenwead - ; VolumeShift = -10 - Volume = 80 + ; VolumeShift = -10% + Volume = 80% MinRange = 175 Limit = 3 Priority = NORMAL @@ -7004,7 +7004,7 @@ End AudioEvent Cin_BombDropFlyBy Sounds = cbomdroa cbomdrob cbomdroc Limit = 6 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7014,10 +7014,10 @@ AudioEvent B3BomberAmbientLoop Sounds = vb3blo2a vb3blo2b vb3blo2c Attack = vb3blo1a Decay = vb3blo3a - VolumeShift = -10 + VolumeShift = -10% MinRange = 150 MaxRange = 1500 - Volume = 80 + Volume = 80% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -7026,7 +7026,7 @@ End AudioEvent Cin_CarHonk Sounds = chonk Limit = 1 - Volume = 80 + Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7036,7 +7036,7 @@ AudioEvent Cin_JetCenterStereoLoop Sounds = cjetlo2a cjetlo2b cjetlo2c cjetlo2d Attack = cjetlo1a Decay = cjetlo3a - Volume = 80 + Volume = 80% Limit = 1 Priority = LOW Type = UI EVERYONE @@ -7045,7 +7045,7 @@ End AudioEvent Cin_JetBank_A Sounds = cjetbana Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7053,7 +7053,7 @@ End AudioEvent Cin_JetBank_B Sounds = cjetbanb Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7061,7 +7061,7 @@ End AudioEvent Cin_JetBank_C Sounds = cjetbanc Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7069,7 +7069,7 @@ End AudioEvent Cin_JetBank_D Sounds = cjetband Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7077,7 +7077,7 @@ End AudioEvent Cin_JetDiveBombsStereo Sounds = ; cjetdiva Limit = 2 - Volume = 100 + Volume = 100% Priority = NORMAL Type = UI End @@ -7085,7 +7085,7 @@ End AudioEvent Cin_JetTakeOffStereo Sounds = ; cjettaka Limit = 1 - Volume = 100 + Volume = 100% Priority = NORMAL Type = UI End @@ -7094,21 +7094,21 @@ End AudioEvent FakeBuildingSelect Sounds = bfaksela Limit = 1 - Volume = 60 + Volume = 60% Type = UI PLAYER End AudioEvent FireBaseSelect Sounds = bfirsela Limit = 1 - Volume = 50 + Volume = 50% Type = UI PLAYER End AudioEvent InternetCenterSelect Sounds = bintsela Limit = 1 - Volume = 60 + Volume = 60% Type = UI PLAYER End @@ -7117,8 +7117,8 @@ AudioEvent BattleBusMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 45 + VolumeShift = -10% + Volume = 45% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -7128,16 +7128,16 @@ AudioEvent MicrowaveTankMoveStart Control = RANDOM PitchShift = -2 2 Delay = 0 600 - VolumeShift = -10 - Volume = 45 + VolumeShift = -10% + Volume = 45% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent LeafletDrop Sounds = sleafdro - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Priority = CRITICAL MinRange = 200 MaxRange = 5000 @@ -7150,85 +7150,85 @@ End AudioEvent Cin_HumveeBrakes Sounds = cbrakesa - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_HumveeCorner01 Sounds = ccornera - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_HumveeCorner02 Sounds = ccornerb - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_HumveeDriveBy01 Sounds = chumdria - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_HumveeDriveBy02 Sounds = chumdrib - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_HumveeDriveBy03 Sounds = chumdric - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalDriveBy01 Sounds = ctecdria - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalDriveBy02 Sounds = ctecdrib - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalDriveBy03 Sounds = ctecdric - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalJump Sounds = ctecjump - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_BigRigHorn Sounds = crighorn - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_BigRigDriveBy Sounds = crigdria - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End @@ -7239,7 +7239,7 @@ AudioEvent Cin_BigRigAmbientLoop Decay = criglo3a Priority = LOWEST Limit = 2 - Volume = 90 + Volume = 90% Type = WORLD EVERYONE End @@ -7250,7 +7250,7 @@ AudioEvent Cin_HumveeAmbientLoop Decay = chumlo3a Priority = LOWEST Limit = 2 - Volume = 90 + Volume = 90% Type = WORLD EVERYONE End @@ -7261,63 +7261,63 @@ AudioEvent Cin_TechnicalAmbientLoop Decay = cteclo3a Priority = LOWEST Limit = 2 - Volume = 90 + Volume = 90% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalLeftRight01 Sounds = cleftria - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalLeftRight02 Sounds = cleftrib - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalLeftRight03 Sounds = cleftric - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalLeftRight04 Sounds = cleftrid - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = WORLD EVERYONE End AudioEvent Cin_PlaneTakeOffStereo Sounds = ; cplane01 - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = UI End AudioEvent Cin_PlaneTakeOff2Stereo Sounds = ; cplane02 - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = UI End AudioEvent Cin_PlaneLandStereo Sounds = ; cplane03 - Volume = 90 - MinVolume = 50 + Volume = 90% + MinVolume = 50% Type = UI End AudioEvent JetSkid2 Sounds = gjetskic - Volume = 45 - VolumeShift = -10 + Volume = 45% + VolumeShift = -10% PitchShift = -5 5 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -7325,8 +7325,8 @@ End AudioEvent JetSkid3 Sounds = gjetskid - Volume = 45 - VolumeShift = -10 + Volume = 45% + VolumeShift = -10% PitchShift = -5 5 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -7339,7 +7339,7 @@ AudioEvent RainStereoLoop Decay = grailo3a Priority = CRITICAL Limit = 1 - Volume = 90 + Volume = 90% Type = UI End @@ -7349,7 +7349,7 @@ AudioEvent ThunderAmbienceStereo Delay = 60000 100000 Priority = LOWEST Limit = 1 - Volume = 90 + Volume = 90% Type = UI End @@ -7358,7 +7358,7 @@ AudioEvent ThunderStrikesStereo Sounds = gthustra gthustrb gthustrc gthustrd gthustre Priority = HIGH Limit = 1 - Volume = 90 + Volume = 90% Type = UI End @@ -7369,7 +7369,7 @@ AudioEvent Cin_CruiseMissileAmbientLoop Decay = ccrulo3a MinRange = 100 MaxRange = 600 - Volume = 75 + Volume = 75% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -7379,7 +7379,7 @@ AudioEvent Cin_BusRollStereo Sounds = cbusroll Priority = HIGH Limit = 1 - Volume = 90 + Volume = 90% Type = UI End @@ -7390,7 +7390,7 @@ AudioEvent Cin_CruiseRightLeftStereo Sounds = ; ccruise01 Priority = HIGH Limit = 1 - Volume = 90 + Volume = 90% Type = UI End @@ -7399,7 +7399,7 @@ AudioEvent Cin_CruiseTopDownStereo Sounds = ; ccruise02 Priority = HIGH Limit = 1 - Volume = 90 + Volume = 90% Type = UI End @@ -7408,7 +7408,7 @@ AudioEvent Cin_CruiseOverheadStereo Sounds = ; ccruise03 Priority = HIGH Limit = 1 - Volume = 90 + Volume = 90% Type = UI End @@ -7417,7 +7417,7 @@ AudioEvent Cin_CruiseFinalKillStereo Sounds = ; ccruise04 Priority = HIGH Limit = 1 - Volume = 90 + Volume = 90% Type = UI End @@ -7426,7 +7426,7 @@ AudioEvent Cin_C130AmbientLoop Attack = v130lo1a Decay = v130lo3a Control = LOOP ALL RANDOM - Volume = 100 + Volume = 100% Limit = 3 PitchShift = -5 5 MinRange = 250 @@ -7440,7 +7440,7 @@ AudioEvent Cin_SquadronStereoLoop Sounds = csqulo2a csqulo2b csqulo2c csqulo2d Attack = csqulo1a Decay = csqulo3a - Volume = 80 + Volume = 80% Limit = 2 Priority = CRITICAL Type = UI @@ -7451,7 +7451,7 @@ AudioEvent Cin_SquadronFlakStereoLoop Sounds = cflalo2a cflalo2b cflalo2c cflalo2d cflalo2e Attack = cflalo1a Decay = cflalo3a - Volume = 80 + Volume = 80% Limit = 2 Priority = CRITICAL Type = UI @@ -7461,7 +7461,7 @@ AudioEvent Cin_SquadronFlakStereo01 Sounds = csquflaa Priority = HIGH Limit = 1 - Volume = 80 + Volume = 80% Type = UI End @@ -7469,7 +7469,7 @@ AudioEvent Cin_SquadronFlakStereo02 Sounds = csquflab Priority = HIGH Limit = 1 - Volume = 80 + Volume = 80% Type = UI End @@ -7477,7 +7477,7 @@ AudioEvent Cin_SquadronFlakStereo03 Sounds = csquflac Priority = HIGH Limit = 1 - Volume = 80 + Volume = 80% Type = UI End @@ -7485,7 +7485,7 @@ AudioEvent Cin_SquadronFlakStereo04 Sounds = csquflad Priority = HIGH Limit = 1 - Volume = 80 + Volume = 80% Type = UI End @@ -7493,7 +7493,7 @@ AudioEvent Cin_SquadronFlakStereo05 Sounds = csquflae Priority = HIGH Limit = 1 - Volume = 80 + Volume = 80% Type = UI End @@ -7501,7 +7501,7 @@ AudioEvent Cin_SquadronFlakStereo06 Sounds = csquflaf Priority = HIGH Limit = 1 - Volume = 80 + Volume = 80% Type = UI End @@ -7509,7 +7509,7 @@ AudioEvent Cin_SquadronStereoFlak07 Sounds = csquflag Priority = HIGH Limit = 1 - Volume = 80 + Volume = 80% Type = UI End @@ -7518,7 +7518,7 @@ AudioEvent CargoJetDie Control = INTERRUPT RANDOM Limit = 4 PitchShift = -10 10 - Volume = 95 + Volume = 95% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7527,8 +7527,8 @@ AudioEvent SentryDroneMoveStart Sounds = vsenstaa vsenstab vsenstac vsenstad Control = RANDOM Delay = 0 600 - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -7536,8 +7536,8 @@ End AudioEvent RedGuardMinigunnerWeapon Control = RANDOM INTERRUPT Sounds = iremweaa iremweab iremweac iremwead - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% MinRange = 175 Limit = 3 Priority = NORMAL @@ -7548,8 +7548,8 @@ AudioEvent CombatCycleRebelWeapon Control = RANDOM INTERRUPT Sounds = vcycweaa vcycweab vcycweac vcycwead vcycweae PitchShift = -5 5 - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% MinRange = 200 Limit = 3 Priority = NORMAL @@ -7560,9 +7560,9 @@ AudioEvent HelixWeaponMachineGun Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15 + VolumeShift = -15% Limit = 3 - Volume = 80 + Volume = 80% ; MinRange = 400 ; MaxRange = 800 Type = WORLD SHROUDED EVERYONE @@ -7571,8 +7571,8 @@ End AudioEvent FrenzyActivate Sounds = sfrenzya Priority = HIGH - Volume = 120 - MinVolume = 70 + Volume = 120% + MinVolume = 70% MinRange = 300 MaxRange = 1000 Type = WORLD SHROUDED EVERYONE @@ -7581,8 +7581,8 @@ End AudioEvent GPSScrambleActivate Sounds = sscrambl Priority = HIGH - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD GLOBAL EVERYONE End @@ -7590,8 +7590,8 @@ AudioEvent MicrowaveWeaponLoop Control = LOOP RANDOM Sounds = vmiclo2a vmiclo2b vmiclo2c vmiclo2d Attack = vmiclo1a - VolumeShift = -10 - Volume = 90 + VolumeShift = -10% + Volume = 90% MinRange = 100 MaxRange = 600 Limit = 2 @@ -7603,8 +7603,8 @@ AudioEvent FrequencyJammerWeaponLoop Control = LOOP RANDOM Sounds = vfrelo2a vfrelo2b vfrelo2c vfrelo2d Attack = vfrelo1a - VolumeShift = -15 - Volume = 90 + VolumeShift = -15% + Volume = 90% MinRange = 100 MaxRange = 600 Limit = 2 @@ -7616,8 +7616,8 @@ AudioEvent AvengerPaintWeaponLoop Control = LOOP RANDOM Sounds = vavelo2a vavelo2b Attack = vavelo1a - VolumeShift = -10 - Volume = 65 + VolumeShift = -10% + Volume = 65% MinRange = 100 MaxRange = 600 Limit = 2 @@ -7629,9 +7629,9 @@ AudioEvent LeafletDropEffect Sounds = sleaeffa sleaeffb sleaeffc sleaeffd sleaeffe sleaefff sleaeffg sleaeffh Control = RANDOM Priority = NORMAL - VolumeShift = -15 + VolumeShift = -15% Limit = 3 - Volume = 80 + Volume = 80% ; MinRange = 400 ; MaxRange = 800 Type = WORLD SHROUDED EVERYONE @@ -7640,9 +7640,9 @@ End AudioEvent ExplosionNeutronShell Sounds = gexpneua gexpneub gexpneuc gexpneud Control = INTERRUPT RANDOM - VolumeShift = -15 + VolumeShift = -15% PitchShift = -10 10 - Volume = 110 + Volume = 110% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -7652,7 +7652,7 @@ AudioEvent SabotageBuilding Sounds = isabotab Attack = isabotag Control = ALL - Volume = 110 + Volume = 110% Limit = 2 MinRange = 400 MaxRange = 1000 @@ -7664,7 +7664,7 @@ AudioEvent SabotageBuildingPower Sounds = isabotab Attack = isabotaa Control = ALL - Volume = 110 + Volume = 110% Limit = 2 MinRange = 400 MaxRange = 1000 @@ -7674,7 +7674,7 @@ End AudioEvent BoobyTrapInstall Sounds = gbooinst - Volume = 110 + Volume = 110% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -7683,7 +7683,7 @@ AudioEvent HelixDamagedLoop Control = LOOP ALL RANDOM Sounds = vhello5a vhello5b vhello5c Attack = vhello4a - Volume = 105 + Volume = 105% MinRange = 200 Limit = 2 Priority = LOW @@ -7693,8 +7693,8 @@ End AudioEvent AvengerAirLaserWeapon Sounds = vavewe2a vavewe2b Control = RANDOM INTERRUPT - VolumeShift = -10 - Volume = 100 + VolumeShift = -10% + Volume = 100% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7705,8 +7705,8 @@ AudioEvent BuildingPropagandaGLA Control = LOOP ALL RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 75 - VolumeShift = -10 + Volume = 75% + VolumeShift = -10% Type = WORLD EVERYONE End @@ -7714,8 +7714,8 @@ AudioEvent CombatCycleSwitchRider Sounds = vcycswia Control = RANDOM PitchShift = -5 5 - Volume = 85 - VolumeShift = -10 + Volume = 85% + VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7725,11 +7725,11 @@ End AudioEvent ExplosionMOAB Sounds = gexpnuka Control = INTERRUPT RANDOM - Volume = 90 + Volume = 90% PitchShift = -10 10 Limit = 2 Priority = NORMAL - LowPassCutoff = 50 + LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE End @@ -7738,8 +7738,8 @@ AudioEvent LaserCrusaderWeapon Sounds = vcrlweaa vcrlweab Control = RANDOM INTERRUPT PitchShift = -5 5 - VolumeShift = -10 - Volume = 75 + VolumeShift = -10% + Volume = 75% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7749,8 +7749,8 @@ AudioEvent ExplosionPatriotEMP Sounds = gexpempa gexpempb Control = RANDOM INTERRUPT PitchShift = -5 5 - VolumeShift = -10 - Volume = 80 + VolumeShift = -10% + Volume = 80% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7760,9 +7760,9 @@ AudioEvent SpectreHowitzerWeapon Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM PitchShift = -5 5 - VolumeShift = -10 + VolumeShift = -10% Limit = 2 - Volume = 70 + Volume = 70% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End diff --git a/GeneralsZH/Data/INI/Speech.ini b/GeneralsZH/Data/INI/Speech.ini index 7eac1ee..943edd9 100644 --- a/GeneralsZH/Data/INI/Speech.ini +++ b/GeneralsZH/Data/INI/Speech.ini @@ -36,58 +36,58 @@ ; GLA DialogEvent EvaGLA_AllyUnderAttack Filename = egallyu.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BaseDefensesOffLine Filename = egbasof.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BeaconDetected Filename = egbeaco.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BuildingDisabled Filename = egbuiof.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BuildingEnabled Filename = egbuion.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_BuildingStolen Filename = egbuist.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_CashStolen Filename = eglcashs.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_GeneralLevelUp Filename = eglevel.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_IncomingAnthrax Filename = egdeant.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_IncomingDaisyCutter Filename = egdedai.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_IncomingEmpPulse Filename = egdeemp.wav - Volume = 90 + Volume = 90% End DialogEvent EvaGLA_IncomingFuelAirBomb @@ -732,13 +732,13 @@ End DialogEvent CameraFXIn Filename = ccamfxin.wav - Volume = 80 + Volume = 80% Type = UI End DialogEvent CameraFXOut Filename = ccamfxou.wav - Volume = 80 + Volume = 80% Type = UI End @@ -746,7 +746,7 @@ DialogEvent CameraSwitch Filename = ccamswit.wav MinRange = 100 MaxRange = 500 - Volume = 75 + Volume = 75% Type = UI End @@ -754,55 +754,55 @@ DialogEvent CameraFXRotate Filename = ccamfxro.wav MinRange = 100 MaxRange = 500 - Volume = 100 + Volume = 100% Type = UI End DialogEvent UI_AllCheerSound Filename = ucheer.wav - Volume = 70 + Volume = 70% Type = UI End DialogEvent CameraColorize Filename = ccoloriz.wav - Volume = 80 + Volume = 80% Type = UI End DialogEvent CameraRadioChatter Filename = cradio01.wav - Volume = 50 + Volume = 50% Type = UI End DialogEvent Cin_Psychfx02 Filename = cpsych02.wav - Volume = 90 + Volume = 90% Type = UI End DialogEvent UI_MenuGeneralMouseOver Filename = ugensela.wav - Volume = 30 + Volume = 30% Type = UI PLAYER End DialogEvent Cin_Psychfx01 Filename = cpsych01.wav - Volume = 90 + Volume = 90% Type = UI PLAYER End DialogEvent ZoomFX Filename = czoomfx1.wav - Volume = 90 + Volume = 90% Type = UI End DialogEvent SpyCameraDrama Filename = cspydram.wav - Volume = 75 + Volume = 75% Type = UI End @@ -810,43 +810,43 @@ End DialogEvent Cin_BridgeDemoChargeExplosion Filename = cbriexpa.wav Priority = HIGH - Volume = 80 + Volume = 80% End DialogEvent Cin_TrainBridgeExplosion Filename = ctraexpl.wav Priority = HIGH - Volume = 80 + Volume = 80% End DialogEvent Cin_TrainCrash Filename = ctracras.wav Priority = HIGH - Volume = 100 + Volume = 100% End DialogEvent Cin_JetFlyOverHead Filename = cjetflya.wav Priority = HIGH - Volume = 80 + Volume = 80% End DialogEvent Cin_SquadronFlyBy01 Filename = csquflya.wav Priority = HIGH - Volume = 90 + Volume = 90% End DialogEvent Cin_SquadronFlyBy02 Filename = csquflya.wav Priority = HIGH - Volume = 90 + Volume = 90% End DialogEvent WelcomeToGeneralsOnline Filename = euonline.wav Priority = HIGH - Volume = 90 + Volume = 90% End @@ -10472,13 +10472,13 @@ End DialogEvent Cinx_JetDiveBombsStereo Filename = cjetdiva.wav - Volume = 100 + Volume = 100% Type = UI End DialogEvent Cinx_JetTakeOffStereo Filename = cjettaka.wav - Volume = 100 + Volume = 100% Type = UI End @@ -10487,25 +10487,25 @@ End DialogEvent Cinx_CruiseRightLeftStereo Filename = ccruise01.wav - Volume = 100 + Volume = 100% Type = UI End DialogEvent Cinx_CruiseTopDownStereo Filename = ccruise02.wav - Volume = 100 + Volume = 100% Type = UI End DialogEvent Cinx_CruiseOverheadStereo Filename = ccruise03.wav - Volume = 100 + Volume = 100% Type = UI End DialogEvent Cinx_CruiseFinalKillStereo Filename = ccruise04.wav - Volume = 100 + Volume = 100% Type = UI End @@ -10514,19 +10514,19 @@ End DialogEvent Cinx_PlaneTakeOffStereo Filename = cplane01.wav - Volume = 100 + Volume = 100% Type = UI End DialogEvent Cinx_PlaneTakeOff2Stereo Filename = cplane02.wav - Volume = 100 + Volume = 100% Type = UI End DialogEvent Cinx_PlaneLandStereo Filename = cplane03.wav - Volume = 100 + Volume = 100% Type = UI End diff --git a/GeneralsZH/Data/INI/Voice.ini b/GeneralsZH/Data/INI/Voice.ini index c89c150..b27d046 100644 --- a/GeneralsZH/Data/INI/Voice.ini +++ b/GeneralsZH/Data/INI/Voice.ini @@ -15,15 +15,15 @@ AudioEvent RangerVoiceSelect Sounds = iransea iranseb iransec iransee iransef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCreate Sounds = iranseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -31,29 +31,29 @@ End AudioEvent RangerVoiceMove Sounds = iranmoa iranmob iranmoc iranmod iranmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceAttack Sounds = iranata iranatb iranatc iranatd iranate iranatf iranatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCapture Sounds = irancaa irancab irancac irancad irancae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCaptureComplete Sounds = irancoa irancob irancoc irancod Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -61,52 +61,52 @@ AudioEvent RangerVoiceClearBuilding Sounds = irancla iranclb iranclc irancl Control = RANDOM Limit = 1 - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceSubdue Sounds = iransba iransbb iransbc iransbd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceGarrison Sounds = irangaa irangab irangac irangad Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceSurrender Sounds = iransua iransub iransuc Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD SHROUDED EVERYONE End AudioEvent RangerVoiceFear Sounds = iranfea iranfeb iranfec iranfed iranfee iranfef iranfeg Control = RANDOM - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% Type = WORLD SHROUDED PLAYER End AudioEvent RangerVoiceBaseAttack Sounds = iranbaa iranbab iranbac iranbad Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RangerVoiceUpgradeFlashBangGrenades Sounds = iranu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -116,23 +116,23 @@ AudioEvent RangerVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - VolumeShift = -20 - Volume = 100 + VolumeShift = -20% + Volume = 100% Type = WORLD VOICE EVERYONE End AudioEvent RangerVoiceBuildingStolen Sounds = iranbsa iranbsb iranbsc Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RangerVoiceModeFlashBang Sounds = iranmfa iranmfb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -140,7 +140,7 @@ End AudioEvent RangerVoiceModeGun Sounds = iranmga iranmgb iranmgc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -148,7 +148,7 @@ End AudioEvent RangerVoiceLaugh Sounds = iranlaa iranlab iranlac Control = RANDOM - Volume = 100 + Volume = 100% Type = WORLD SHROUDED PLAYER End @@ -160,15 +160,15 @@ End AudioEvent MissileDefenderVoiceSelect Sounds = imisseb imissec imissed imissee imissef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceCreate Sounds = imissea ; imissef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -176,28 +176,28 @@ End AudioEvent MissileDefenderVoiceMove Sounds = imismoa imismob imismoc imismod imismoe imismof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceAttack Sounds = imisata imisatb imisatc imisatd imisate imisatf imisatg imisath Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceGarrison Sounds = imisgaa imisgab imisgac imisgad Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceModeLaser Sounds = imismla imismlb ; imislc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -205,23 +205,23 @@ End AudioEvent MissileDefenderVoiceAttackLaser Sounds = imisa2a imisa2b imisa2c imisa2d Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceFear Sounds = imisfea imisfeb imisfec Control = RANDOM - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% Type = WORLD SHROUDED PLAYER End AudioEvent MissileDefenderVoiceSurrender Sounds = imissua imissuc ; imissub Control = RANDOM - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% Type = WORLD SHROUDED EVERYONE End @@ -231,8 +231,8 @@ AudioEvent MissileDefenderVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -241,15 +241,15 @@ End AudioEvent CrusaderTankVoiceSelect Sounds = vcrusea vcruseb vcrusec vcrused vcrusee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceCreate Sounds = vcrusef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -257,35 +257,35 @@ End AudioEvent CrusaderTankVoiceMove Sounds = vcrumoa vcrumob vcrumoc vcrumod vcrumoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceAttack Sounds = vcruata vcruatb vcruatc vcruatd vcruate vcruatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceCrush Sounds = vcrucra vcrucrb vcrucrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceUpgradeCompositeArmor Sounds = vcruu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceDrone Sounds = vcrudra vcrudrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -294,15 +294,15 @@ End AudioEvent TomahawkVoiceSelect Sounds = vtomseb vtomsec vtomsed vtomsee vtomsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceCreate Sounds = vtomsea Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -310,42 +310,42 @@ End AudioEvent TomahawkVoiceMove Sounds = vtommoa vtommob vtommoc vtommod vtommoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceAttack Sounds = vtomata vtomatb vtomatc vtomatd vtomate vtomatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceCrush Sounds = vtomcra vtomcrb vtomcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceDrone Sounds = vtomdra vtomdrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceUpgradeWaypointTargeting Sounds = vtomu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceModeWaypoint Sounds = vtommwa vtommwb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -358,7 +358,7 @@ AudioEvent RaptorVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -367,8 +367,8 @@ AudioEvent RaptorVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -379,7 +379,7 @@ AudioEvent RaptorVoiceMove Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -388,7 +388,7 @@ AudioEvent RaptorVoiceAttackAir Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -397,7 +397,7 @@ AudioEvent RaptorVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -406,8 +406,8 @@ AudioEvent RaptorVoiceLowFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -416,7 +416,7 @@ AudioEvent RaptorVoiceUpgradeFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -425,7 +425,7 @@ AudioEvent RaptorVoiceUpgradeLaserGuidedMissiles Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -434,7 +434,7 @@ AudioEvent RaptorVoiceAirPatrol Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -443,8 +443,8 @@ AudioEvent RaptorVoiceFalling Control = RANDOM ; Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f gradio1g ; Decay = gradio3a gradio3b gradio3c gradio3d gradio3e gradio3f gradio3g - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -458,7 +458,7 @@ AudioEvent ComancheVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -467,8 +467,8 @@ AudioEvent ComancheVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -478,7 +478,7 @@ AudioEvent ComancheVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -487,7 +487,7 @@ AudioEvent ComancheVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -496,7 +496,7 @@ AudioEvent ComancheVoiceAttackRocket Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -505,15 +505,15 @@ AudioEvent ComancheVoiceUpgradeRocketPods Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Sounds = vcomu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ComancheVoiceFalling Sounds = vcomfaa vcomfab vcomfac vcomfad vcomfae Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -522,7 +522,7 @@ AudioEvent ComancheVoiceModeRocketPods Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Sounds = vcoma2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -530,8 +530,8 @@ End AudioEvent ComancheVoiceDie Sounds = vcomfaa vcomfab vcomfac vcomfad vcomfae Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -544,7 +544,7 @@ AudioEvent ChinookVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -553,8 +553,8 @@ AudioEvent ChinookVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -564,7 +564,7 @@ AudioEvent ChinookVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -573,7 +573,7 @@ AudioEvent ChinookVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -582,7 +582,7 @@ AudioEvent ChinookVoiceCombatDrop Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -591,7 +591,7 @@ AudioEvent ChinookVoiceUnload Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -600,7 +600,7 @@ AudioEvent ChinookVoiceSupply Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -609,16 +609,16 @@ AudioEvent ChinookVoiceSuppliesDepleted Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent ChinookVoiceFalling Sounds = vchifac vchifad vchifae vchifaf ; vchifaa vchifab Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -630,7 +630,7 @@ AudioEvent AuroraBomberVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -640,8 +640,8 @@ AudioEvent AuroraBomberVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -651,7 +651,7 @@ AudioEvent AuroraBomberVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -660,7 +660,7 @@ AudioEvent AuroraBomberVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -669,7 +669,7 @@ AudioEvent AuroraBomberVoiceSuperSonic Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -678,7 +678,7 @@ AudioEvent AuroraBomberVoiceModeSuperSonic Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -688,16 +688,16 @@ AudioEvent AuroraBomberVoiceLowFuel Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent AuroraBomberVoiceFalling Sounds = vaurfaa vaurfab vaurfac Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -706,8 +706,8 @@ AudioEvent AuroraBomberVoiceUpgradeBuster Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -718,15 +718,15 @@ End AudioEvent AmbulanceVoiceSelect Sounds = vambsea vambseb vambsec vambsed vambsee vambsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceCreate Sounds = vambseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -734,28 +734,28 @@ End AudioEvent AmbulanceVoiceMove Sounds = vambmoa vambmob vambmoc vambmod vambmoe vambmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceHeal Sounds = vambhea vambheb vambhec vambhed vambhee vambhef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceDetox Sounds = vambdea vambdeb vambdec vambded Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceModeDetox Sounds = ; vambmda vambmdb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -763,14 +763,14 @@ End AudioEvent AmbulanceVoiceDrone Sounds = vambdra vambdrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceCrush Sounds = vambcra vambcrb vambcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -781,15 +781,15 @@ End AudioEvent HumveeVoiceSelect Sounds = vhumsea vhumseb vhumsef vhulsec ; vhumsec vhumsed vhumsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceCreate Sounds = vhumseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -797,49 +797,49 @@ End AudioEvent HumveeVoiceMove Sounds = vhummoa vhummob vhummod vhummoe vhummof vhulmob vhulmoa ; vhummoc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceAttack Sounds = vhumata vhumatb vhumatc vhumatd vhumate vhumatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceAttackTOW Sounds = vhuma2a vhuma2b vhuma2c vhuma2d vhuma2e vhula2a vhula2b vhula2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceDrone Sounds = vhumdra vhumdrb vhumdrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceCrush Sounds = vhumcra vhumcrb vhumcrc vhumcrd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceUpgradeTowMissiles Sounds = vhumu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceUnload Sounds = vhumuna vhumunb vhumhunc vhumund Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -849,15 +849,15 @@ End AudioEvent ColonelBurtonVoiceSelect Sounds = icolsea icolseb icolsec icolsee icolsef icolseg icolseh Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceCreate Sounds = icolsei Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -865,43 +865,43 @@ End AudioEvent ColonelBurtonVoiceMove Sounds = icolmoa icolmob icolmoc icolmod icolmoe icolclb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceAttack Sounds = icolata icolatb icolatc icolatd icolate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceAttackKnife Sounds = icola2a icola2b icola2c icola2d icola2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceClimb Sounds = icolcla icolclb icolclc icolcld Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceGarrison Sounds = icolgaa icolgab icolgac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceFear Sounds = icolfea icolfeb icolfec icolfed icolfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -910,8 +910,8 @@ AudioEvent ColonelBurtonVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -920,7 +920,7 @@ End AudioEvent ColonelBurtonVoiceModeKnife Sounds = icolmka Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -928,7 +928,7 @@ End AudioEvent ColonelBurtonVoiceModeTimedCharge Sounds = icolmtb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -936,7 +936,7 @@ End AudioEvent ColonelBurtonVoiceModeRemoteCharge Sounds = icolmra Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -945,14 +945,14 @@ End AudioEvent ColonelBurtonVoicePlantTimedCharge Sounds = icola3a icola3b icola3c icola3d icola3e icola3f Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoicePlantRemoteCharge Sounds = icola3a icola3b icola3c icola3d icola3e icola3f Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -960,7 +960,7 @@ End ; AudioEvent ColonelBurtonVoiceDemoChargeTaunt ; Sounds = ; Control = RANDOM -; Volume = 80 +; Volume = 80% ; Type = UI VOICE PLAYER ; End @@ -971,15 +971,15 @@ End AudioEvent DozerUSAVoiceSelect Sounds = vdousea vdouseb vdousec vdoused vdousee vdousef vdouseg vdouseh vdousei Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceCreate Sounds = vdousej Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -987,14 +987,14 @@ End AudioEvent DozerUSAVoiceMove Sounds = vdoumoa vdoumob vdoumoc vdoumoe vdoumof vdoumog ; vdoumod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceCrush Sounds = vdoucra vdoucrb vdoucrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1002,29 +1002,29 @@ End AudioEvent DozerUSAVoiceBuild Sounds = vdoubua vdoubub vdoubuc vdoubud vdoubue Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceBuildNot Sounds = vdounoa vdounob vdounoc vdounod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceRepair Sounds = vdourea vdoureb vdourec vdoured vdouree Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceBuildComplete Sounds = vdoucoa vdoucob vdoucoc Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Priority = HIGH Type = WORLD PLAYER GLOBAL End @@ -1033,7 +1033,7 @@ End AudioEvent DozerUSAVoiceClearMine Sounds = vdoucla vdouclb vdouclc vdoucld vdoucle Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1042,15 +1042,15 @@ End AudioEvent PaladinTankVoiceSelect Sounds = vpalsea vpalseb vpalsec vpalsed vpalsee vpalsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceCreate Sounds = vpalseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1058,28 +1058,28 @@ End AudioEvent PaladinTankVoiceMove Sounds = vpalmoa vpalmob vpalmoc vpalmod vpalmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceAttack Sounds = vpalata vpalatb vpalatc vpalatd vpalate ; vpalatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceCrush Sounds = vpalcra vpalcrb vpalcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceDrone Sounds = vpaldra vpaldrb vpaldrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1090,15 +1090,15 @@ End AudioEvent PathfinderVoiceSelect Sounds = ipatsea ipatseb ipatsec ipatsed ipatsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceCreate Sounds = ipatsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1106,37 +1106,37 @@ End AudioEvent PathfinderVoiceMove Sounds = ipatmoa ipatmob ipatmoc ipatmod ipatmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceAttack Sounds = ipatata ipatatb ipatatc ipatatd ipatate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceSurrender Sounds = ipatsua ipatsub ipatsuc Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent PathfinderVoiceGarrison Sounds = ipatgaa ipatgab ipatgac ipatgad Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceFear Sounds = ipatfea ipatfeb ipatfec ipatfed ipatfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1146,8 +1146,8 @@ AudioEvent PathfinderVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD SHROUDED EVERYONE End @@ -1159,7 +1159,7 @@ AudioEvent StealthFighterVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1168,8 +1168,8 @@ AudioEvent StealthFighterVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1179,7 +1179,7 @@ AudioEvent StealthFighterVoiceMove Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1188,7 +1188,7 @@ AudioEvent StealthFighterVoiceAttackAir Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1197,7 +1197,7 @@ AudioEvent StealthFighterVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1206,8 +1206,8 @@ AudioEvent StealthFighterVoiceLowFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Priority = HIGH Type = WORLD PLAYER GLOBAL End @@ -1217,7 +1217,7 @@ AudioEvent StealthFighterVoiceAirPatrol Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1225,8 +1225,8 @@ End AudioEvent StealthFighterVoiceFalling Sounds = vstefaa vstefab vstefac Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1236,45 +1236,45 @@ End AudioEvent PilotVoiceSelect Sounds = ipilsea ipilseb ipilsec ipilsed ipilsee ipilsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PilotVoiceMove Sounds = ipilmoa ipilmob ipilmoc ipilmod ipilmoe ipilmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PilotVoiceEnter Sounds = ipilena ipilenb ipilenc ipilend ipilene Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent PilotVoiceEject Sounds = ipileja Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End AudioEvent PilotVoiceFear Sounds = ipilfea ipilfeb ipilfec ipilfed ipilfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End AudioEvent PilotVoiceSurrender Sounds = ipilsua ipilsub ipilsuc Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1284,7 +1284,7 @@ AudioEvent PilotVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 + Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1293,15 +1293,15 @@ End AudioEvent POWTruckUSAVoiceSelect Sounds = vpousea vpouseb vpousec vpoused vpousee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceCreate Sounds = vpousef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1309,28 +1309,28 @@ End AudioEvent POWTruckUSAVoiceMove Sounds = vpoumoa vpoumob vpoumoc vpoumod vpoumoe vpoumof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoicePickup Sounds = vpoupia vvpoupib vpoupic vpoupid vpoupie Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceReturn Sounds = vpourea vpoureb vpourec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceCrush Sounds = vpoucra vpoucrb vpoucrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1342,15 +1342,15 @@ End AudioEvent RedGuardVoiceSelect Sounds = iredsea iredseb iredsec iredsed iredsee iredsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceCreate Sounds = iredseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1358,14 +1358,14 @@ End AudioEvent RedGuardVoiceMove Sounds = iredmoa iredmob iredmoc iredmod iredmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceAttack Sounds = iredata iredatb iredatc iredatd iredate iredatf iredatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1374,21 +1374,21 @@ End AudioEvent RedGuardVoiceAttackBayonet Sounds = iredata iredatc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceSubdue Sounds = iredsba iredsbb iredsbc iredsbd iredsbe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceCapture Sounds = iredcaa iredcab iredcac iredcad iredcae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1396,36 +1396,36 @@ AudioEvent RedGuardVoiceCaptureComplete Sounds = iredcoa iredcoc iredcod iredcoe ; iredcob Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent RedGuardVoiceGarrison Sounds = iredgaa iredgab iredgac iredgad iredgae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceUpgradeNationalism Sounds = iredu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceUpgradeStunBullets Sounds = iredu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceModeGun Sounds = iredmga iredmgb iredmgc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1434,8 +1434,8 @@ AudioEvent RedGuardVoiceBaseAttack Sounds = iredbaa iredbab iredbac iredbad Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End @@ -1443,8 +1443,8 @@ AudioEvent RedGuardVoiceLaugh Sounds = iredla iredlab iredlac Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End @@ -1452,8 +1452,8 @@ AudioEvent Cin_RedGuardVoiceLaugh Sounds = iredlab Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End @@ -1461,24 +1461,24 @@ AudioEvent RedGuardVoiceBuildingStolen Sounds = iredbsa iredbsb iredbsc Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RedGuardVoiceSurrender Sounds = iredsua iredsub iredsuc iredsud iredsue Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent RedGuardVoiceFear Sounds = iredfea iredfeb iredfec iredfed iredfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1487,8 +1487,8 @@ AudioEvent RedGuardVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -1499,15 +1499,15 @@ End AudioEvent TankHunterVoiceSelect Sounds = itansea itanseb itansec itansed itansee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceCreate Sounds = itansef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1515,14 +1515,14 @@ End AudioEvent TankHunterVoiceMove Sounds = itanmoa itanmob itanmoc itanmod itanmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceGarrison Sounds = itanmoa itanmob itanmoc itanmod itanmoe Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End @@ -1530,30 +1530,30 @@ End AudioEvent TankHunterVoiceAttack Sounds = itanata itanatb itanatc itanatd itanate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceTNT Sounds = itana2a itana2b itana2c itana2d Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceSurrender Sounds = itansua itansub itansuc Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent TankHunterVoiceFear Sounds = itanfea itanfeb itanfec itanfed itanfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1562,8 +1562,8 @@ AudioEvent TankHunterVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -1574,15 +1574,15 @@ End AudioEvent BattleMasterTankVoiceSelect Sounds = vbatsea vbatseb vbatsec vbatsed vbatsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceCreate Sounds = vbatsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1590,35 +1590,35 @@ End AudioEvent BattleMasterTankVoiceMove Sounds = vbatmoa vbatmob vbatmoc vbatmod vbatmoe vbatmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceAttack Sounds = vbatata vbatatb vbatatc vbatatd vbatate vbatatf vbatcrb vbatcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeNuclear Sounds = vbatu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeDepleted Sounds = vbatu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceCrush Sounds = vbatcra vbatcrb vbatcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1628,15 +1628,15 @@ End AudioEvent InfernoCannonVoiceSelect Sounds = vinfsea vinfseb vinfsec vinfsed vinfsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceCreate Sounds = vinfsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1644,21 +1644,21 @@ End AudioEvent InfernoCannonVoiceMove Sounds = vinfmoa vinfmob vinfmoc vinfmod vinfmoe vinfmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceAttack Sounds = vinfata vinfatb vinfatc vinfatd vinfate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceCrush Sounds = vinfcra vinfcrb vinfcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1670,7 +1670,7 @@ AudioEvent MigVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1679,8 +1679,8 @@ AudioEvent MigVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1690,7 +1690,7 @@ AudioEvent MigVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1699,7 +1699,7 @@ AudioEvent MigVoiceAttackAir Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1708,7 +1708,7 @@ AudioEvent MigVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1717,7 +1717,7 @@ AudioEvent MigVoiceUpgradeMigArmor Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1726,8 +1726,8 @@ AudioEvent MigVoiceLowFuel Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -1736,15 +1736,15 @@ AudioEvent MigVoiceAirPatrol Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MigVoiceFalling Sounds = vmigfaa vmigfab vmigfac vmigfac vmigfad vmigfae Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1755,15 +1755,15 @@ End AudioEvent DragonTankVoiceSelect Sounds = vdrasea vdraseb vdrasec vdrased vdrasee vdrasef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceCreate Sounds = vdraseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1771,35 +1771,35 @@ End AudioEvent DragonTankVoiceMove Sounds = vdramoa vdramob vdramoc vdramod vdramoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceAttack Sounds = vdraata vdraatb vdraatc vdraatd vdraate vdraatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceCrush Sounds = vdramoa vdramob vdramoc vdramod vdramoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceFireStorm Sounds = vdraa2a vdraa2b vdraa2c vdraa2d Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceModeFireStorm Sounds = ; vdramfa vdramfb vdramfc vdramfd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1807,7 +1807,7 @@ End AudioEvent DragonTankVoiceUpgradeBlackNapalm Sounds = vdrau1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1819,15 +1819,15 @@ End AudioEvent HackerVoiceSelect Sounds = ihacsea ihacseb ihacsec ihacsed ihacsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HackerVoiceCreate Sounds = ihacsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1835,14 +1835,14 @@ End AudioEvent HackerVoiceMove Sounds = ihacmoa ihacmob ihacmoc ihacmod ihacmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HackerVoiceGarrison Sounds = ihacmoa ihacmob ihacmoc ihacmod ihacmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -1850,14 +1850,14 @@ End AudioEvent HackerVoiceHack Sounds = ihacata ihacatb ihacatc ihacatd ihacate ihacatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HackerVoiceModeHack Sounds = ihacmha ihacmhb ihacmhc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1866,15 +1866,15 @@ AudioEvent HackerVoiceHackComplete Sounds = ihaccoa Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent HackerVoiceModeInternet Sounds = ihaca2a ihaca2b ihaca2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1882,16 +1882,16 @@ End AudioEvent HackerVoiceSurrender Sounds = ihacsua ihacsub Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent HackerVoiceFear Sounds = ihacfea ihacfeb ihacfec ihacfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -1900,8 +1900,8 @@ AudioEvent HackerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -1913,15 +1913,15 @@ End AudioEvent TroopCrawlerVoiceSelect Sounds = vtrosea vtroseb vtrosec vtrosed vtrosee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceCreate Sounds = vtrosef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1929,42 +1929,42 @@ End AudioEvent TroopCrawlerVoiceMove Sounds = vtromoa vtromob vtromoc vtromod vtromoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceAttack Sounds = vtroata vtroatb vtroatc vtroatd vtroate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceCrush Sounds = vtrocra vtrocrb vtrocrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceUnload Sounds = vtrouna vtrounb vtrounc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceAssault Sounds = vtroata vtroatb vtroatc vtroatd vtroate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceModeAssault Sounds = vtromaa vtromab Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -1977,15 +1977,15 @@ End AudioEvent OverlordTankVoiceSelect Sounds = vovesea voveseb vovesec vovesee vovesef voveseg vovecra ; vovesed Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceCreate Sounds = vovesed Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1993,35 +1993,35 @@ End AudioEvent OverlordTankVoiceMove Sounds = vovemoa vovemob vovemoc vovemod vovemoe vovemof vovemog Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceAttack Sounds = voveata voveatb voveatc voveate voveatf voveatg vovecrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceCrush Sounds = vovecra vovecrb vovecrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceUnload Sounds = voveunb ; voveuna voveunc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceModeBunker Sounds = voveu1a Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2029,7 +2029,7 @@ End AudioEvent OverlordTankVoiceModeSpeakerTower Sounds = voveu2a Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2037,7 +2037,7 @@ End AudioEvent OverlordTankVoiceModeGattling Sounds = voveu3a Control = RANDOM - Volume = 90 + Volume = 90% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -2046,14 +2046,14 @@ End AudioEvent OverlordTankBunkerVoiceCreate Sounds = voveu1b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent OverlordTankGattlingCannonVoiceCreate Sounds = voveu3b Control = RANDOM - Volume = 80 + Volume = 80% Priority = HIGH Type = UI VOICE PLAYER End @@ -2061,7 +2061,7 @@ End AudioEvent OverlordTankPropagandaTowerVoiceCreate Sounds = voveu2b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2071,15 +2071,15 @@ End AudioEvent GattlingTankVoiceSelect Sounds = vgatsea vgatseb vgatsed vgatsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceCreate Sounds = vgatsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2087,35 +2087,35 @@ End AudioEvent GattlingTankVoiceMove Sounds = vgatmoa vgatmob vgatmoc vgatmoe ; vgatmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceAttack Sounds = vgatata vgatatb vgatatc vgatatd vgatate Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceCrush Sounds = vgatcra vgatcrb vgatcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceUpgrade Sounds = vgatu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceRapid Sounds = vgatraa vgatrab vgatrac Control = RANDOM - Volume = 110 + Volume = 110% Type = WORLD PLAYER Limit = 1 End @@ -2126,15 +2126,15 @@ End AudioEvent BlackLotusVoiceSelect Sounds = iblasea iblaseb iblasec iblased iblasee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BlackLotusVoiceCreate Sounds = iblasef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2142,21 +2142,21 @@ End AudioEvent BlackLotusVoiceMove Sounds = iblamoa iblamob iblamoc iblamod iblamoe iblamof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End ; AudioEvent BlackLotusVoiceAttack ; Sounds = iblaata iblaatb iblaatc iblaate iblaatf iblaatg ; Control = RANDOM -; Volume = 90 +; Volume = 90% ; Type = UI VOICE PLAYER ; End AudioEvent BlackLotusVoiceModeBuilding Sounds = iblamba iblambb iblambc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2164,7 +2164,7 @@ End AudioEvent CINE_U03_BlackLotusVoiceModeBuilding Sounds = iblambc iblambc iblambc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2172,7 +2172,7 @@ End AudioEvent BlackLotusVoiceHackBuilding Sounds = iblahaa iblahab iblahac iblahad iblahae iblahaf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2180,15 +2180,15 @@ AudioEvent BlackLotusVoiceCaptureComplete Sounds = iblacoa Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent BlackLotusVoiceModeVehicle Sounds = iblamva iblamvb iblamvc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2196,7 +2196,7 @@ End AudioEvent BlackLotusVoiceHackVehicle Sounds = iblah2a iblah2b iblah2c iblah2d iblah2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2204,8 +2204,8 @@ AudioEvent BlackLotusVoiceDisableComplete Sounds = iblac2a Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -2213,7 +2213,7 @@ End AudioEvent BlackLotusVoiceModeCash Sounds = iblamma iblammb iblammc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2221,7 +2221,7 @@ End AudioEvent BlackLotusVoiceHackCash Sounds = iblah3a iblah3d ; iblah3e iblah3c iblah3b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2229,16 +2229,16 @@ End AudioEvent BlackLotusVoiceCashComplete Sounds = iblah3e - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent BlackLotusVoiceFear Sounds = iblafea iblafeb iblafec iblafed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -2247,8 +2247,8 @@ AudioEvent BlackLotusVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -2258,15 +2258,15 @@ End AudioEvent SupplyTruckVoiceSelect Sounds = vsupsea vsupseb vsupsec vsupsed vsupsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceCreate Sounds = vsupsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2274,22 +2274,22 @@ End AudioEvent SupplyTruckVoiceMove Sounds = vsupmoa vsupmob vsupmoc vsupmod vsupmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceSupply Sounds = vsupspa vsupspb vsupspc vsupspd vsupspe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceSuppliesDepleted Sounds = vsupsda vsupsdb vsupsdc vsupsdd Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2298,7 +2298,7 @@ End AudioEvent SupplyTruckVoiceCrush Sounds = vsupcra vsupcrb vsupcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2308,15 +2308,15 @@ End AudioEvent DozerChinaVoiceSelect Sounds = vdocsea vdocseb vdocsec vdocsed vdocsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceCreate Sounds = vdocsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2324,21 +2324,21 @@ End AudioEvent DozerChinaVoiceMove Sounds = vdocmoa vdocmob vdocmoc vdocmod vdocmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceBuild Sounds = vdocbua vdocbub vdocbuc vdocbud vdocbuf ; vdocbue Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceBuildNot Sounds = vdocnoa vdocnob vdocnoc vdocnod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2346,29 +2346,29 @@ AudioEvent DozerChinaVoiceBuildComplete Sounds = vdoccoa vdoccob vdoccoc vdoccod Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent DozerChinaVoiceRepair Sounds = vdocrea vdocreb vdocrec vdocred Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceCrush Sounds = vdoccra vdoccrb vdoccrc vdoccrd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceClearMine Sounds = vdoccla vdocclb vdocdlc vdoccld Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2377,15 +2377,15 @@ End AudioEvent NukeCannonVoiceSelect Sounds = vnuksea vnukseb vnuksed vnuksee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceCreate Sounds = vnuksef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2393,35 +2393,35 @@ End AudioEvent NukeCannonVoiceMove Sounds = vnukmob vnukmoc vnukmod vnukmoe ; vnukmoa Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceAttack Sounds = vnukata vnukatb vnukatc vnukatd vnukate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceDeploy Sounds = vnukdea vnukdeb vnukdec Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceUnDeploy Sounds = vnukd2a vnukd2b vnuk2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceCrush Sounds = vnukmoc vnukmoe Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End @@ -2431,15 +2431,15 @@ End AudioEvent POWTruckChinaVoiceSelect Sounds = vpocsed vpocsee vpocred ; vpocsea vpocseb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceCreate Sounds = vpocsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2447,35 +2447,35 @@ End AudioEvent POWTruckChinaVoiceMove Sounds = vpocmoa vpocmoc vpocmoe vpocpia vpocpid ; vpocmob vpocmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoicePickup Sounds = vpocpib vpocpic vpocpie Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceReturn Sounds = vpocrea vpocreb vpocrec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceUpgradeSubliminal Sounds = vpocu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceCrush Sounds = vpoccra vpoccrb vpoccrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2485,15 +2485,15 @@ End AudioEvent RebelVoiceSelect Sounds = irebsea irebseb irebsec irebsed irebsee irebsef irebseg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceCreate Sounds = irebseh Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2501,21 +2501,21 @@ End AudioEvent RebelVoiceMove Sounds = irebmoa irebmob irebmoc irebmod irebmoe irebmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceAttack Sounds = irebata irebatb irebatc irebatd irebate irebatf irebatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceCapture Sounds = irebcaa irebcab irebcac irebcad irebcae irebcaf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2523,68 +2523,68 @@ AudioEvent RebelVoiceCaptureComplete Sounds = irebcoa irebcob ; irebcoc irebcod Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent RebelVoiceSubdue Sounds = irebsba irebsbb irebsbc irebsbd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceGarrison Sounds = irebgaa irebgab irebgac irebgad irebgae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceLaugh Sounds = ireblaa ireblab ireblac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceSurrender Sounds = irebsua irebsub irebsuc irebsud irebsue Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent RebelVoiceFear Sounds = irebfea irebfeb irebfec irebfed irebfee irebfef Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End AudioEvent RebelVoiceBaseAttack Sounds = irebbaa irebbab irebbac irebbad Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RebelVoiceBuildingStolen Sounds = irebbsa irebbsb irebbsc Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD GLOBAL PLAYER End AudioEvent RebelVoiceModeTranquilizers Sounds = irebmta irebmtb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2592,7 +2592,7 @@ End AudioEvent RebelVoiceModeGun Sounds = irebmga irebmgb irebmgc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2600,21 +2600,21 @@ End AudioEvent RebelVoiceUpgradeAPBullets Sounds = irebu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeCamouflage Sounds = irebu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeTranqDarts Sounds = irebmtc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2625,8 +2625,8 @@ AudioEvent RebelVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD SHROUDED EVERYONE End @@ -2634,7 +2634,7 @@ End AudioEvent RebelVoiceModeBoobyTrap Sounds = irebu5a irebu5b irebu5c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2642,7 +2642,7 @@ End AudioEvent RebelVoiceBoobyTrapInstall Sounds = ireba2a ireba2b ireba2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2653,15 +2653,15 @@ End AudioEvent TerroristVoiceSelect Sounds = itersea iterseb itersec itersee itersef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceCreate Sounds = iterseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2669,36 +2669,36 @@ End AudioEvent TerroristVoiceMove Sounds = itermoa itermob itermoc itermoe itermof itermog ; itermod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceAttack Sounds = iterata iteratb iteratc iteratd iterate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceEnter Sounds = itermoa itermob itermoc itermoe itermof itermog Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceEnterHostile Sounds = itera2a itera2b itera2c itera2d itera2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceFear Sounds = iterfea iterfeb iterfec iterfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -2708,8 +2708,8 @@ AudioEvent TerroristVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -2718,21 +2718,21 @@ End AudioEvent CarBombVoiceSelect Sounds = vcarsea vcarseb vcarsec vcarsed vcarsee vcarsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CarBombVoiceMove Sounds = vcarmoa vcarmob vcarmoc vcarmod vcarmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CarBombVoiceAttack Sounds = vcarata vcaratb vcaratc vcaratd vcarate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2742,15 +2742,15 @@ End AudioEvent ScorpionTankVoiceSelect Sounds = vscosea vscoseb vscosec vscosed vscosee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceCreate Sounds = vscosef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2758,28 +2758,28 @@ End AudioEvent ScorpionTankVoiceMove Sounds = vscomoa vscomob vscomoc vscomod vscomoe vscomof ; vscomog Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceAttack Sounds = vscoata vscoatb vscoatc vscoatd vscoate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceAttackRocket Sounds = vscoa2a vsco2b vscoa2c vscoa2d vscoa2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceModeRocket Sounds = vscomra vscomrb vscomrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2787,28 +2787,28 @@ End AudioEvent ScorpionTankVoiceUpgradeRocket Sounds = vscou1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceUpgradeToxin Sounds = vscou2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceUpgradeJunkRepair Sounds = vscou3 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceCrush Sounds = vscocra vscocrb vscocrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2819,15 +2819,15 @@ End AudioEvent RocketBuggyVoiceSelect Sounds = vrocsea vrocseb vrocsec vrocsed vrocsee vrocsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceCreate Sounds = vrocseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2835,35 +2835,35 @@ End AudioEvent RocketBuggyVoiceMove Sounds = vrocmoa vrocmob vrocmoc vrocmod vrocmoe vrocmof vroccrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceAttack Sounds = vrocata vrocatb vrocatc vrocatd vrocate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceUpgradeAmmo Sounds = vrocu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceUpgradeAPRockets Sounds = vrocu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceCrush Sounds = vroccra vroccrb vroccrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2874,15 +2874,15 @@ End AudioEvent RadarVanVoiceSelect Sounds = vradsea vradseb vradsec vradsed vradsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceCreate Sounds = vradsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2890,21 +2890,21 @@ End AudioEvent RadarVanVoiceMove Sounds = vradmoa vradmob vradmoc vradmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceCrush Sounds = vradcra vradcrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceUpgradeRadarScan Sounds = vradmoe - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2915,15 +2915,15 @@ End AudioEvent ToxinTractorVoiceSelect Sounds = vtoxsea vtoxseb vtoxsec vtoxsed vtoxsee vtoxsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceCreate Sounds = vtoxseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2931,28 +2931,28 @@ End AudioEvent ToxinTractorVoiceMove Sounds = vtoxmoa vtoxmob vtoxmoc vtoxmod vtoxmoe vtoxmof vtoxmog vtoxmoh Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceAttack Sounds = vtoxata vtoxatb vtoxatc vtoxatd vtoxate vtoxatf vtoxatg ; vtoxath Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceAttackContam Sounds = vtoxa2a vtoxa2b vtoxa2c vtoxa2d vtoxa2e vtoxa2f Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceModeContam Sounds = ; vtoxmca vtoxmcb vtoxmcc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -2960,14 +2960,14 @@ End AudioEvent ToxinTractorVoiceUpgradeAnthrax Sounds = vtoxu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceCrush Sounds = vtoxcra vtoxcrb vtoxcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -2977,15 +2977,15 @@ End AudioEvent TechnicalVoiceSelect Sounds = vtecsea vtecseb vtecsec vtecsed vtecsee vtecsef Control = RANDOM - Volume = 80 + Volume = 80% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceCreate Sounds = vtecath Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2993,28 +2993,28 @@ End AudioEvent TechnicalVoiceMove Sounds = vtecmoa vtecmob vtecmoc vtecmod vtecmoe vteccrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceAttack Sounds = vtecata vtecatc vtecatd vtecate vtecatf vtecatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceSalvage Sounds = vtecsaa vtecsab vtecsac vtecsad vtecsae vtecatb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceUnload Sounds = vtecuna vtecunb vtecunc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3022,7 +3022,7 @@ End AudioEvent TechnicalVoiceCrush Sounds = vtecmoa vtecmob vtecmoc vtecmod vtecmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3032,9 +3032,9 @@ AudioEvent TechnicalVoiceDie Control = RANDOM Priority = HIGH Limit = 2 - VolumeShift = -15 + VolumeShift = -15% PitchShift = -5 5 - Volume = 65 + Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -3044,15 +3044,15 @@ End AudioEvent BombTruckVoiceSelect Sounds = vbomsea vbomseb vbomsec vbomsed vbomsee vbomsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceCreate Sounds = vbomseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3060,28 +3060,28 @@ End AudioEvent BombTruckVoiceMove Sounds = vbommoa vbommob vbommoc vbommod vbommoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceAttack Sounds = vbomata vbomatb vbomatc vbomatd vbomate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceDisguise Sounds = vbomdsa vbomdsb vbomdsc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceModeDisguise Sounds = vbommda vbommdb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3089,7 +3089,7 @@ End AudioEvent BombTruckVoiceModeHiEx Sounds = vbommha Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3097,7 +3097,7 @@ End AudioEvent BombTruckVoiceModeBioBomb Sounds = vbommba Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3105,14 +3105,14 @@ End AudioEvent BombTruckVoiceUpgradeHiEx Sounds = vbomu2 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceUpgradeBioBomb Sounds = vbomu1 Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3122,15 +3122,15 @@ End AudioEvent QuadCannonVoiceSelect Sounds = vquasea vquaseb vquasec vquased vquasef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceCreate Sounds = vquasee Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3138,35 +3138,35 @@ End AudioEvent QuadCannonVoiceMove Sounds = vquamoa vquamob vquamoc vquamod vquamoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceAttack Sounds = vquaata vquaatb vquaatc vquaatd vquaate vquacrb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceAttackAir Sounds = vquaa2a vquaa2b vquaa2c vquaa2d vquaa2e vquaa2f Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceSalvage Sounds = vquasaa vquasab vquasac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceCrush Sounds = vquaacra vquacrb vquacrc vquacrd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3178,15 +3178,15 @@ End AudioEvent WorkerVoiceSelect Sounds = iworsea iworseb iworsec iworsed iworsee iworsef iworseg iworsei Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceCreate Sounds = iworseh Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3194,35 +3194,35 @@ End AudioEvent WorkerVoiceMove Sounds = iwormoa iwormob iwormoc iwormod iwormoe iwormof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceMoveUpgraded Sounds = iwormoa iwormob iwormoc iwormoe iwormof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceGarrison Sounds = iworga iworgab iworgac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceBuild Sounds = iworbua iworbub iworbuc iworbud iworbue iworbuf iworbug Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceBuildNot Sounds = iwornoa iwornob iwornoc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3230,8 +3230,8 @@ AudioEvent WorkerVoiceBuildComplete Sounds = iworcoa iworcob iworcoc iworcod Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -3239,43 +3239,43 @@ AudioEvent WorkerVoiceSuppliesDepleted Sounds = iworsda iworsdb iworsdc Control = RANDOM Priority = HIGH - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent WorkerVoiceRepair Sounds = iworre iworreb iworrec iworred iworree iworref Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceFortify Sounds = iworfoa iworfob iworfoc iworfod iworfoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceClearMine Sounds = iworcla iworclb iworclc iworcld iworcle iworclf iworclg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceSupply Sounds = iworspa iworspb iworspc iworspd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceUpgradeShoes Sounds = iworu1c ; iworu1a iworu1b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3285,8 +3285,8 @@ AudioEvent WorkerVoiceFear Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -3296,8 +3296,8 @@ AudioEvent WorkerVoiceSurrender Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3307,8 +3307,8 @@ AudioEvent WorkerVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3319,15 +3319,15 @@ End AudioEvent HijackerVoiceSelect Sounds = ihijsea ihijseb ihijsec ihijsed ihijsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceCreate Sounds = ihijsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3335,21 +3335,21 @@ End AudioEvent HijackerVoiceMove Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceGarrison Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceAttack Sounds = ihijata ihijatb ihijtc ihijatd ihijate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3357,22 +3357,22 @@ End AudioEvent HijackerVoiceEnter Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceEnterHostile Sounds = ihijata ihijatb ihijatc ihijatd ihijate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceFear Sounds = ihijfea ihijfeb ihijfec ihijfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -3382,8 +3382,8 @@ AudioEvent HijackerVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3392,10 +3392,10 @@ AudioEvent HijackDriver Sounds = ihijhia ihijhib ihijhic Attack = ihijweaa Control = RANDOM - Volume = 110 + Volume = 110% MinRange = 200 MaxRange = 800 - MinVolume = 80 + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End @@ -3403,8 +3403,8 @@ End AudioEvent HijackerVoiceSurrender Sounds = ihijfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End @@ -3414,15 +3414,15 @@ End AudioEvent JarmenKellVoiceSelect Sounds = ijarsea ijarseb ijarsed ijarsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceCreate Sounds = ijarsec Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3430,28 +3430,28 @@ End AudioEvent JarmenKellVoiceMove Sounds = ijarmoa ijarmob ijarmoc ijarmod ijarmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceAttack Sounds = ijarata ijaratb ijaratc ijaratd ijarate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceSnipe Sounds = ijara2a ijara2b ijara2c ijara2d ijara2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceModeSnipe Sounds = ijarsef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3459,15 +3459,15 @@ End AudioEvent JarmenKellVoiceFear Sounds = ijarfea ijarfeb ijarfec ijarfec ijarfed ijarfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End AudioEvent JarmenKellVoiceGarrison Sounds = ijargaa ijargab ijargac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3477,8 +3477,8 @@ AudioEvent JarmenKellVoiceDie Priority = LOW Limit = 3 PitchShift = -10 10 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3489,15 +3489,15 @@ End AudioEvent ScudLauncherVoiceSelect Sounds = vscusea vscuseb vscusec vscused vscusee vscusef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceCreate Sounds = vscuseg Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3505,21 +3505,21 @@ End AudioEvent ScudLauncherVoiceMove Sounds = vscumoa vscumob vscumoc vscumod vscumoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceAttack Sounds = vscuata vscuatb vscuatc vscuatd vscuate vscuatf vscuatg vscuath Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceModeAnthrax Sounds = vscumaa ; vscumab Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3527,7 +3527,7 @@ End AudioEvent ScudLauncherVoiceModeHiEx Sounds = vscumha ; vscumhb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -3535,7 +3535,7 @@ End AudioEvent ScudLauncherVoiceCrush Sounds = vscucra vscucrb vscucrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3545,15 +3545,15 @@ End AudioEvent MarauderTankVoiceSelect Sounds = vmarsea vmarseb vmarsec vmarsed vmarsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceCreate Sounds = vmarsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3561,21 +3561,21 @@ End AudioEvent MarauderTankVoiceMove Sounds = vmarmoa vmarmob vmarmoc vmarmoe ; vmarmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceAttack Sounds = vmarata vmaratb vmaratc vmaratd vmarate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceSalvage Sounds = vmarsaa vmarsab vmarsac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3583,7 +3583,7 @@ End AudioEvent MarauderTankVoiceCrush Sounds = vmarcra vmarcrb vmarcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3594,15 +3594,15 @@ End AudioEvent POWTruckGLAVoiceSelect Sounds = vpogsea vpogseb vpogsec vpogsed vpogsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceCreate Sounds = vpogsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3610,28 +3610,28 @@ End AudioEvent POWTruckGLAVoiceMove Sounds = vpogmoa vpogmob vpogmoc vpogmod vpogmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoicePickup Sounds = vpogpia vpogpib vpogpic vpogpid vpogpie Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceReturn Sounds = vpogrea vpogreb vpogrec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceCrush Sounds = vpogcra vpogcrb vpogcrc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3643,15 +3643,15 @@ End AudioEvent RPGTrooperVoiceSelect Sounds = irpgsea irpgseb irpgsec irpgsee irpgseg ; irpgsed irpgseh Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceCreate Sounds = irpgsef Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3660,37 +3660,37 @@ End AudioEvent RPGTrooperVoiceGarrison Sounds = irpggaa irpggab irpggac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceMove Sounds = irpgmoa irpgmob irpgmoc irpgmod irpgmoe irpgmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceAttack Sounds = irpgata irpgatb irpgatc irpgatd irpgate irpgatf irpgatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceSurrender Sounds = irpgsua irpgsub irpgsuc Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED EVERYONE End AudioEvent RPGTrooperVoiceFear Sounds = irpgfea irpgfeb irpgfec irpgfed irpgfee Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -3699,8 +3699,8 @@ AudioEvent RPGTrooperVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 - VolumeShift = -20 + Volume = 90% + VolumeShift = -20% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -3710,23 +3710,23 @@ End AudioEvent AngryMobVoiceUpgradeArmTheMob Sounds = iangu1c ; iangu1a iangu1c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AngryMobVoiceUpgradeArmTheMobCrowd Sounds = iangupg Limit = 1 - Volume = 70 + Volume = 70% Type = UI VOICE PLAYER End AudioEvent AngryMobVoiceSelect Sounds = iangsela iangselb iangselc iangseld Control = RANDOM - Volume = 80 + Volume = 80% MinRange = 150 - MinVolume = 70 + MinVolume = 70% Type = WORLD GLOBAL PLAYER End @@ -3735,8 +3735,8 @@ AudioEvent AngryMobVoiceCreate Control = RANDOM MinRange = 300 MaxRange = 2000 - Volume = 90 - MinVolume = 80 + Volume = 90% + MinVolume = 80% Type = WORLD GLOBAL PLAYER End @@ -3744,8 +3744,8 @@ AudioEvent AngryMobVoiceMove Sounds = iangmova iangmovb iangmovc iangmovd iangmove Control = RANDOM MinRange = 100 - Volume = 80 - MinVolume = 70 + Volume = 80% + MinVolume = 70% Type = WORLD GLOBAL PLAYER End @@ -3753,8 +3753,8 @@ AudioEvent AngryMobVoiceAttack Sounds = iangatta iangattb iangattc iangattd iangmovf Control = RANDOM MinRange = 100 - Volume = 80 - MinVolume = 70 + Volume = 80% + MinVolume = 70% Type = WORLD GLOBAL PLAYER End @@ -3762,21 +3762,21 @@ End AudioEvent StingerSoldierVoiceSelect Sounds = Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent StingerSoldierVoiceMove Sounds = Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent StingerSoldierVoiceAttack Sounds = Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3785,7 +3785,7 @@ AudioEvent StingerSoldierVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 + Volume = 90% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -3797,7 +3797,7 @@ End AudioEvent ConvoyTruckVoiceSelect Sounds = vconsea vconseb vconsec vconsed vconsee vconsef vconseg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -3805,15 +3805,15 @@ End AudioEvent ConvoyTruckVoiceMove Sounds = vconmoa vconmob vconmoc vconmod vconmoe vconmof vconmog Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent StrategyCenter_HoldTheLineAnnouncement Sounds = bholdthe Priority = CRITICAL - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% MinRange = 1000 MaxRange = 100000 Type = WORLD EVERYONE @@ -3822,8 +3822,8 @@ End AudioEvent StrategyCenter_BombardmentPlanAnnouncement Sounds = bbombard Priority = CRITICAL - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% MinRange = 1000 MaxRange = 100000 Type = WORLD EVERYONE @@ -3832,8 +3832,8 @@ End AudioEvent StrategyCenter_SearchAndDestroyAnnouncement Sounds = bsearcha Priority = CRITICAL - Volume = 100 - MinVolume = 90 + Volume = 100% + MinVolume = 90% MinRange = 1000 MaxRange = 100000 Type = WORLD EVERYONE @@ -3845,8 +3845,8 @@ End AudioEvent StealthDiscoveredSound ; Sounds = YourMajestysChoice ; Priority = HIGH - ; Volume = 100 - ; MinVolume = 80 + ; Volume = 100% + ; MinVolume = 80% ; Type = UI PLAYER End @@ -3856,8 +3856,8 @@ End AudioEvent StealthNeutralizedSound ; Sounds = YourMajestysChoice ; Priority = HIGH - ; Volume = 100 - ; MinVolume = 80 + ; Volume = 100% + ; MinVolume = 80% ; Type = UI PLAYER End @@ -3868,8 +3868,8 @@ End AudioEvent MisGLA02RebelTake Sounds = irebcaf Priority = HIGH - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Type = WORLD GLOBAL EVERYONE End @@ -3877,152 +3877,152 @@ End AudioEvent MisGLA03Civ101 Sounds = mg3ci101 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ201 Sounds = mg3ci201 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ301 Sounds = mg3ci301 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ401 Sounds = mg3ci401 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ501 Sounds = mg3ci501 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ102 Sounds = mg3ci102 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ202 Sounds = mg3ci202 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ302 Sounds = mg3ci302 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ103 Sounds = mg3ci103 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ203 Sounds = mg3ci203 - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ303 Sounds = mg3ci303 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ104 Sounds = mg3ci104 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ204 Sounds = mg3ci204 Priority = HIGH - Volume = 50 - MinVolume = 40 - VolumeShift = -20 + Volume = 50% + MinVolume = 40% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ304 Sounds = mg3ci304 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ105 Sounds = mg3ci105 Priority = HIGH - Volume = 80 - MinVolume = 60 - VolumeShift = -15 + Volume = 80% + MinVolume = 60% + VolumeShift = -15% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ205 Sounds = mg3ci205 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ305 Sounds = mg3ci305 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End @@ -4030,108 +4030,108 @@ End AudioEvent MisGLA03Civ106 Sounds = mg3ci106 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ206 Sounds = mg3ci206 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ306 Sounds = mg3ci306 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ107 Sounds = mg3ci107 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ207 Sounds = mg3ci207 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ307 Sounds = mg3ci307 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ108 Sounds = mg3ci108 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ109 Sounds = mg3ci109 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ308 Sounds = mg3ci308 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard101 Sounds = mg3re101 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard201 Sounds = mg3re201 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard301 Sounds = mg3re301 Priority = HIGH - Volume = 70 - MinVolume = 50 - VolumeShift = -20 + Volume = 70% + MinVolume = 50% + VolumeShift = -20% Type = WORLD GLOBAL EVERYONE End @@ -4139,339 +4139,339 @@ AudioEvent MisGLA03RebelCapturedBuilding Sounds = irebcoa Priority = HIGH Control = RANDOM - Volume = 90 - MinVolume = 80 + Volume = 90% + MinVolume = 80% Type = WORLD PLAYER GLOBAL End AudioEvent MisGLA04AngryMob01 Sounds = mg4ang01 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob02 Sounds = mg4ang02 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob03 Sounds = mg4ang03 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob04 Sounds = mg4ang04 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob05 Sounds = mg4ang05 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob06 Sounds = mg4ang06 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob07 Sounds = mg4ang07 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob08 Sounds = mg4ang08 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob09 Sounds = mg4ang09 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob10 Sounds = mg4ang10 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob11 Sounds = mg4ang11 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob12 Sounds = mg4ang12 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob13 Sounds = mg4ang13 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob14 Sounds = mg4ang14 - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob15 Sounds = mg4ang15 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob16 Sounds = mg4ang16 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob17 Sounds = mg4ang17 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob18 Sounds = mg4ang18 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob19 Sounds = mg4ang19 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob20 Sounds = mg4ang20 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob21 Sounds = mg4ang21 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob22 Sounds = mg4ang22 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob23 Sounds = mg4ang23 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob24 Sounds = mg4ang24 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob25 Sounds = mg4ang25 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob26 Sounds = mg4ang26 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob27 Sounds = mg4ang27 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob28 Sounds = mg4ang28 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob29 Sounds = mg4ang29 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob30 Sounds = mg4ang30 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob31 Sounds = mg4ang31 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob32 Sounds = mg4ang32 Priority = HIGH - Volume = 90 - MinVolume = 60 - VolumeShift = -10 + Volume = 90% + MinVolume = 60% + VolumeShift = -10% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground01 Sounds = mg8gro01 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground02 Sounds = mg8gro02 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground03 Sounds = mg8gro03 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground04 Sounds = mg8gro04 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground05 Sounds = mg8gro05 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End AudioEvent MisChi01BombTruck101 Sounds = mc1tr101 Priority = HIGH - Volume = 90 - MinVolume = 60 + Volume = 90% + MinVolume = 60% Type = WORLD GLOBAL EVERYONE End @@ -4485,21 +4485,21 @@ End AudioEvent CIAAgentVoiceSelect Sounds = iciasea iciaseb iciasec iciased iciasee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CIAAgentVoiceMove Sounds = iciamoa iciamob iciamoc iciamod iciamoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CIAAgentVoiceAttack Sounds = iciaata iciaatb iciaatc iciaatd iciaate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4508,7 +4508,7 @@ AudioEvent CIAAgentVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 + Volume = 90% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -4516,7 +4516,7 @@ End AudioEvent CIAAgentVoiceModeTimedCharge Sounds = Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -4524,7 +4524,7 @@ End AudioEvent CIAAgentVoiceModeRemoteCharge Sounds = Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -4532,14 +4532,14 @@ End AudioEvent CIAAgentVoicePlantTimedCharge Sounds = iciaata iciaatb iciaatc iciaatd iciaate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CIAAgentVoicePlantRemoteCharge Sounds = iciaata iciaatb iciaatc iciaatd iciaate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4550,7 +4550,7 @@ End AudioEvent POWVoiceSelect Sounds = ipowsea ipowseb ipowsec ipowsed ipowsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4558,7 +4558,7 @@ End AudioEvent POWVoiceMove Sounds = ipowmoa ipowmob ipowmoc ipowmod ipowmoe ipowmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4567,7 +4567,7 @@ AudioEvent POWVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 + Volume = 90% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -4578,36 +4578,36 @@ End AudioEvent SaboteurVoiceSelect Sounds = isabseb isabsec isabsed isabsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SaboteurVoiceCreate Sounds = isabsea Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SaboteurVoiceMove Sounds = isabmoa isabmob isabmoc isabmod isabmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SaboteurVoiceAttack Sounds = isabata isabatb isabatc isabatd isabate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SaboteurVoiceFear Sounds = isabfea isabfeb isabfec isabfed Control = RANDOM - Volume = 100 - MinVolume = 80 + Volume = 100% + MinVolume = 80% Type = WORLD SHROUDED PLAYER End @@ -4616,7 +4616,7 @@ AudioEvent SaboteurVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 + Volume = 90% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -4627,15 +4627,15 @@ End AudioEvent AvengerVoiceSelect Sounds = vavesea vaveseb vavesec vavesee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AvengerVoiceCreate Sounds = vavesed Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4643,21 +4643,21 @@ End AudioEvent AvengerVoiceMove Sounds = vavemoa vavemob vavemoc vavemod vavemoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AvengerVoiceAttack Sounds = vaveata vaveatb vaveatc vaveatd vaveate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AvengerVoicePaint Sounds = vavepaa vavepab vavepac vavepad vavepae Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4668,15 +4668,15 @@ End AudioEvent BattleBusVoiceSelect Sounds = vbussea vbusseb vbussec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleBusVoiceCreate Sounds = vbussed Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4684,28 +4684,28 @@ End AudioEvent BattleBusVoiceMove Sounds = vbusmoa vbusmob vbusmoc vbusmod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleBusVoiceAttack Sounds = vbusata vbusatb vbusatc vbusatd vbusate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleBusVoiceUnload Sounds = vbusuna vbusunb vbusunc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleBusVoiceRam Sounds = vbusraa vbusrab vbusrac Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4716,15 +4716,15 @@ End AudioEvent CombatCycleVoiceSelect Sounds = vcycsea vcycseb vcycsec vcycsed vcycsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CombatCycleVoiceCreate Sounds = vcycmob Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4732,14 +4732,14 @@ End AudioEvent CombatCycleVoiceMove Sounds = vcycmoa vcycmod vcycmoe vcycmof vcycmog ; vcycmoc (push it!) Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CombatCycleVoiceAttack Sounds = vcycata vcycatb vcycatc vcycatd vcycate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4748,7 +4748,7 @@ AudioEvent CombatCycleVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90 + Volume = 90% PitchShift = -10 10 Type = WORLD SHROUDED EVERYONE End @@ -4759,15 +4759,15 @@ End AudioEvent FrequencyJammerVoiceSelect Sounds = vfreseb vfresec vfresed vfresee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent FrequencyJammerVoiceCreate Sounds = vfresea Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4775,14 +4775,14 @@ End AudioEvent FrequencyJammerVoiceMove Sounds = vfremoa vfremob vfremoc vfremod vfremoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent FrequencyJammerVoiceAttack Sounds = vfreata vfreatb vfreatc vfreatd vfreate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4792,15 +4792,15 @@ End AudioEvent HelixVoiceSelect Sounds = vhelsea vhelseb vhelsec vhelsed vhelsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceCreate Sounds = vhelath Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4808,28 +4808,28 @@ End AudioEvent HelixVoiceMove Sounds = vhelmoa vhelmob vhelmoc vhelmod vhelmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceAttack Sounds = vhelata vhelatb vhelatc vhelate vhelatf vhelatg Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUnload Sounds = vhelunb vheluna vhelunc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceModeBunker Sounds = vhelu1a Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -4837,7 +4837,7 @@ End AudioEvent HelixVoiceModeSpeakerTower Sounds = vhelu1b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -4845,7 +4845,7 @@ End AudioEvent HelixVoiceModeGattling Sounds = vhelu1c Control = RANDOM - Volume = 90 + Volume = 90% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -4854,7 +4854,7 @@ End AudioEvent HelixVoiceModeNapalmBomb Sounds = vhelu1d Control = RANDOM - Volume = 90 + Volume = 90% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -4863,7 +4863,7 @@ End AudioEvent HelixVoiceModeNuclearBomb Sounds = vhelu1e Control = RANDOM - Volume = 90 + Volume = 90% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -4872,28 +4872,28 @@ End AudioEvent HelixBunkerVoiceCreate Sounds = vhelu2a Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixSpeakerTowerVoiceCreate Sounds = vhelu2b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixGattlingVoiceCreate Sounds = vhelu2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixNapalmBombVoiceCreate Sounds = vhelu2d Control = RANDOM - Volume = 80 + Volume = 80% Priority = HIGH Type = UI VOICE PLAYER End @@ -4901,7 +4901,7 @@ End AudioEvent HelixNuclearBombVoiceCreate Sounds = vhelu2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4913,15 +4913,15 @@ End AudioEvent ListeningOutpostVoiceSelect Sounds = vlissea vlisseb vlissec vlissed Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ListeningOutpostVoiceCreate Sounds = vlissee Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4929,14 +4929,14 @@ End AudioEvent ListeningOutpostVoiceMove Sounds = vlismoa vlismob vlismoc vlismod vlismoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ListeningOutpostVoiceAttack Sounds = vlisata vlisatb vlisatc vlisatd vlisate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4944,7 +4944,7 @@ End AudioEvent ListeningOutpostVoiceDeploy Sounds = vlisdea vlisdeb vlisdec vlisded Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4952,7 +4952,7 @@ End AudioEvent ListeningOutpostVoiceUndeploy Sounds = vlisd2a vlisd2b vlisd2c vlisd2d Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4963,15 +4963,15 @@ End AudioEvent MicrowaveTankVoiceSelect Sounds = vmicseb vmicsec vmicsed vmicsee Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MicrowaveTankVoiceCreate Sounds = vmicsea Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4979,14 +4979,14 @@ End AudioEvent MicrowaveTankVoiceMove Sounds = vmicmoa vmicmob vmicmoc vmicmod vmicmoe Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent MicrowaveTankVoiceAttack Sounds = vmicata vmicatb vmicatc vmicatd vmicate vmicatf Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -4996,21 +4996,21 @@ End AudioEvent BattleshipVoiceSelect Sounds = vshisea vshiseb vshisec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleshipVoiceMove Sounds = vshimoa vshimob vshimoc vshimod Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleshipVoiceAttack Sounds = vshiata vshiatb vshiatc vshiatd vshiate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5020,21 +5020,21 @@ End AudioEvent AircraftCarrierVoiceSelect Sounds = vairsea vairseb vairsec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AircraftCarrierVoiceMove Sounds = vairmoa vairmob Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AircraftCarrierVoiceAttack Sounds = vairata vairatb vairatc vairatd vairate Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5046,7 +5046,7 @@ AudioEvent SpectreGunshipVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 100 + Volume = 100% Type = UI VOICE PLAYER End @@ -5055,7 +5055,7 @@ AudioEvent SpectreGunshipVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 100 + Volume = 100% Type = UI VOICE PLAYER End @@ -5064,7 +5064,7 @@ AudioEvent SpectreGunshipVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 100 + Volume = 100% Type = UI VOICE PLAYER End @@ -5073,7 +5073,7 @@ AudioEvent SpectreGunshipVoiceArrive Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 100 + Volume = 100% Type = UI VOICE PLAYER End @@ -5082,7 +5082,7 @@ AudioEvent SpectreGunshipVoiceDepart Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 100 + Volume = 100% Type = UI VOICE PLAYER End @@ -5092,7 +5092,7 @@ End AudioEvent SUVVoiceSelect Sounds = vconsec vconsef vconmob Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5100,7 +5100,7 @@ End AudioEvent SUVVoiceMove Sounds = vconmoa vconmoc vconmod vconmof Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5114,7 +5114,7 @@ End AudioEvent RedGuardVoiceUpgradePatriotism Sounds = iredu3c ; iredu3a iredu3b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5123,7 +5123,7 @@ AudioEvent ChinookVoiceUpgradeSupplyLines Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5131,7 +5131,7 @@ AudioEvent RaptorVoiceUpgradeCounterMeasures Sounds = vrapu3a ; vrapu3b vrapu3c vrapu3d Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5140,8 +5140,8 @@ AudioEvent AuroraVoiceUpgradeBunkerBuster Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -5149,105 +5149,105 @@ End AudioEvent RangerVoiceUpgradeAdvancedTraining Sounds = iranu4a ; iranu4b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceUpgradeDroneArmor Sounds = vcruu3b ; vcruu3a vcruu3c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RangerVoiceUpgradeChemSuits Sounds = iranu2b ; iranu2a iranu2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeCashBounty Sounds = irebu4a ; irebu4b irebu4c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeBoobyTrap Sounds = irebu3a ; irebu3b irebu3c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceUpgradeCamoNetting Sounds = irpgu1c ; irpgu1b irpgu1a Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeNapalmBomb Sounds = vhelu2d Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeGattlingCannon Sounds = vhelu2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeSpeakerTower Sounds = vhelu2b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeBunker Sounds = vhelu2a Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceUpgradeGamma Sounds = vtoxu2b ; vtoxu2a vtoxu2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeAutoLoader Sounds = vbatu3a ; vbatu3b vbatu3c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeWeaponsGrade Sounds = vbatu5c ; vbatu5a vbatu5b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeFusion Sounds = vbatu4c ; vbatu4a vbatu4b Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeNuclearBomb Sounds = vhelu2e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5258,7 +5258,7 @@ AudioEvent KingRaptorVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5267,8 +5267,8 @@ AudioEvent KingRaptorVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5278,7 +5278,7 @@ AudioEvent FuelAirAuroraVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5287,8 +5287,8 @@ AudioEvent FuelAirAuroraVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5298,7 +5298,7 @@ AudioEvent FuelAirAuroraVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5307,7 +5307,7 @@ AudioEvent CombatChinookVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5316,8 +5316,8 @@ AudioEvent CombatChinookVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5327,22 +5327,22 @@ AudioEvent CombatChinookVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent LaserCrusaderVoiceSelect Sounds = vcrusea vcruseb vcrusec vcrused vcrusee vcrlseb vcrlsec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent LaserCrusaderVoiceCreate Sounds = vcrlsea Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5350,7 +5350,7 @@ End AudioEvent LaserCrusaderVoiceAttack Sounds = vcruata vcruatb vcruatc vcruatd vcruate vcruatf vcrlata vcrlatb vcrlatc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5358,15 +5358,15 @@ End AudioEvent AssaultTroopCrawlerVoiceSelect Sounds = vtrosea vtroseb vtrosec vtrosed vtrosee vtrasea vtrasec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent AssaultTroopCrawlerVoiceCreate Sounds = vtraseb Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5374,7 +5374,7 @@ End AudioEvent AssaultTroopCrawlerVoiceAttack Sounds = vtroata vtroatb vtroatc vtroatd vtroate vtraata vtraatb vtraatc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5385,15 +5385,15 @@ End AudioEvent SuperHackerVoiceSelect Sounds = ihacsea ihacseb ihacsec ihacsed ihacsee ihasseb ihassec ihassed Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent SuperHackerVoiceCreate Sounds = ihassea Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5401,7 +5401,7 @@ End AudioEvent SuperHackerVoiceHackBuilding Sounds = ihasata ihasatb ihasatc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5409,15 +5409,15 @@ AudioEvent SuperHackerVoiceCaptureComplete Sounds = ihascoa ihascob ihascoc Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End AudioEvent SuperHackerVoiceHackVehicle Sounds = ihasa2a ihasa2b ihasa2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5425,8 +5425,8 @@ AudioEvent SuperHackerVoiceDisableComplete Sounds = ihasc2a ihasc2b ihasc2c Priority = HIGH Control = RANDOM - Volume = 120 - MinVolume = 110 + Volume = 120% + MinVolume = 110% Type = WORLD PLAYER GLOBAL End @@ -5434,15 +5434,15 @@ End AudioEvent ToxinRebelVoiceSelect Sounds = irebsea irebseb irebsec irebsed irebsee irebsef irebseg irbtsea irbtsec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinRebelVoiceCreate Sounds = irbtseb Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5450,7 +5450,7 @@ End AudioEvent ToxinRebelVoiceAttack Sounds = irebata irebatb irebatc irebatd irebate irebatf irebatg irbtata irbtatb irbtatc irbtatd Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5459,15 +5459,15 @@ End AudioEvent RedMinigunnerVoiceSelect Sounds = iredsea iredseb iredsec iredsed iredsee iredsef iremsea iremsec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent RedMinigunnerVoiceCreate Sounds = iremseb Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5475,7 +5475,7 @@ End AudioEvent RedMinigunnerVoiceAttack Sounds = iredata iredatb iredatc iredatd iredate iredatf iredatg iremata irematb irematc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5485,15 +5485,15 @@ End AudioEvent ToxinRPGTrooperVoiceSelect Sounds = irpgsea irpgseb irpgsec irpgsee irpgseg irptseb irptsec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent ToxinRPGTrooperVoiceCreate Sounds = irptsea Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5501,22 +5501,22 @@ End AudioEvent ToxinRPGTrooperVoiceAttack Sounds = irpgata irpgatb irpgatc irpgatd irpgate irpgatf irpgatg irptata irptatb irptatc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DemoRebelVoiceSelect Sounds = irebsea irebseb irebsec irebsed irebsee irebsef irebseg irbdseb Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DemoRebelVoiceCreate Sounds = irbdsea Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5524,14 +5524,14 @@ End AudioEvent DemoRebelVoiceMove Sounds = irebmoa irebmob irebmoc irebmod irebmoe irebmof irbdmoa Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DemoRebelVoiceModeDemo Sounds = irbdmda irbdmdb irbdmdc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -5539,7 +5539,7 @@ End AudioEvent DemoRebelVoiceAttackDemo Sounds = irbda2a irbda2b irbda2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -5548,15 +5548,15 @@ End AudioEvent DemoKellVoiceSelect Sounds = ijarsea ijarseb ijarsed ijarsee ijadsea ijadsec Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent DemoKellVoiceCreate Sounds = ijadseb Control = RANDOM - Volume = 110 - MinVolume = 100 + Volume = 110% + MinVolume = 100% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5564,7 +5564,7 @@ End AudioEvent DemoKellVoiceModeDemo Sounds = ijadmda ijadmdb ijadmdc Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER Limit = 1 End @@ -5572,14 +5572,14 @@ End AudioEvent DemoKellVoiceAttackDemo Sounds = ijada2a ijada2b ijada2c Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent BossGenTankHunterVoiceSelect Sounds = itansea itanseb itansec itansee ; itansed Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End @@ -5589,14 +5589,14 @@ End AudioEvent EmperorTankVoiceSelect Sounds = voveseb vovesec vovesee voveseg vovecra ; vovesea vovesef Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End AudioEvent EmperorTankVoiceMove Sounds = vovemob vovemoc vovemod vovemoe vovemof vovemog ; vovemoa Control = RANDOM - Volume = 90 + Volume = 90% Type = UI VOICE PLAYER End diff --git a/GeneralsZH/Maps/MD_USA03/map.ini b/GeneralsZH/Maps/MD_USA03/map.ini index f35d870..669a68f 100644 --- a/GeneralsZH/Maps/MD_USA03/map.ini +++ b/GeneralsZH/Maps/MD_USA03/map.ini @@ -233,7 +233,7 @@ End DialogEvent CameraRadioChatter Filename = cradio01.wav - Volume = 110 + Volume = 110% Type = UI End diff --git a/GeneralsZH/Maps/MD_USA03_CINE/map.ini b/GeneralsZH/Maps/MD_USA03_CINE/map.ini index 09ea3ef..970e95b 100644 --- a/GeneralsZH/Maps/MD_USA03_CINE/map.ini +++ b/GeneralsZH/Maps/MD_USA03_CINE/map.ini @@ -32,6 +32,6 @@ End DialogEvent CameraRadioChatter Filename = cradio01.wav - Volume = 110 + Volume = 110% Type = UI End From d8c72dccc470a8e2195ca717076d21b6f606d0a6 Mon Sep 17 00:00:00 2001 From: Stubbjax Date: Sat, 25 Apr 2026 23:01:29 +1000 Subject: [PATCH 2/5] style: Apply consistent format to real values --- Generals/Data/INI/Default/AIData.ini | 4 +- Generals/Data/INI/Default/Object.ini | 4 +- Generals/Data/INI/Default/SoundEffects.ini | 2 +- Generals/Data/INI/FXList.ini | 904 ++-- Generals/Data/INI/GameData.ini | 20 +- Generals/Data/INI/InGameUI.ini | 8 +- Generals/Data/INI/Locomotor.ini | 2794 ++++++------ Generals/Data/INI/Object/CivilianBuilding.ini | 420 +- Generals/Data/INI/Object/CivilianProp.ini | 334 +- Generals/Data/INI/Object/CivilianUnit.ini | 706 ++-- Generals/Data/INI/Object/FactionBuilding.ini | 316 +- Generals/Data/INI/Object/FactionProp.ini | 2 +- Generals/Data/INI/Object/FactionUnit.ini | 2644 ++++++------ Generals/Data/INI/Object/NatureProp.ini | 382 +- Generals/Data/INI/Object/System.ini | 96 +- Generals/Data/INI/ObjectCreationList.ini | 1624 +++---- Generals/Data/INI/Roads.ini | 54 +- Generals/Data/INI/SoundEffects.ini | 1630 +++---- Generals/Data/INI/SpecialPower.ini | 70 +- Generals/Data/INI/Speech.ini | 8 +- Generals/Data/INI/Voice.ini | 64 +- Generals/Data/INI/Weapon.ini | 396 +- Generals/Maps/CHI01/map.ini | 4 +- Generals/Maps/CHI02/map.ini | 4 +- Generals/Maps/CHI03/map.ini | 2 +- Generals/Maps/CHI05/map.ini | 8 +- Generals/Maps/CHI06/map.ini | 6 +- Generals/Maps/CHI07/map.ini | 16 +- Generals/Maps/GLA02/map.ini | 20 +- Generals/Maps/GLA04/map.ini | 64 +- Generals/Maps/GLA05/map.ini | 10 +- Generals/Maps/GLA06/map.ini | 8 +- Generals/Maps/GLA07/map.ini | 24 +- Generals/Maps/GLA08/map.ini | 74 +- Generals/Maps/Training01/map.ini | 2 +- Generals/Maps/USA02/map.ini | 2 +- Generals/Maps/USA03/map.ini | 18 +- Generals/Maps/USA04/map.ini | 16 +- Generals/Maps/USA06/map.ini | 2 +- Generals/Maps/USA07/map.ini | 2 +- Generals/Maps/USA08/map.ini | 18 +- GeneralsZH/Data/INI/Default/AIData.ini | 4 +- GeneralsZH/Data/INI/Default/Object.ini | 4 +- GeneralsZH/Data/INI/Default/SoundEffects.ini | 2 +- GeneralsZH/Data/INI/FXList.ini | 1152 ++--- GeneralsZH/Data/INI/GameData.ini | 20 +- GeneralsZH/Data/INI/InGameUI.ini | 8 +- GeneralsZH/Data/INI/Locomotor.ini | 3752 ++++++++--------- .../Data/INI/Object/AirforceGeneral.ini | 734 ++-- GeneralsZH/Data/INI/Object/AmericaAir.ini | 140 +- .../Data/INI/Object/AmericaCINEUnit.ini | 448 +- .../Data/INI/Object/AmericaInfantry.ini | 132 +- .../Data/INI/Object/AmericaMiscUnit.ini | 252 +- GeneralsZH/Data/INI/Object/AmericaVehicle.ini | 196 +- GeneralsZH/Data/INI/Object/BossGeneral.ini | 594 +-- .../Data/INI/Object/ChemicalGeneral.ini | 704 ++-- GeneralsZH/Data/INI/Object/ChinaAir.ini | 58 +- GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini | 194 +- GeneralsZH/Data/INI/Object/ChinaInfantry.ini | 98 +- GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini | 70 +- GeneralsZH/Data/INI/Object/ChinaVehicle.ini | 200 +- .../Data/INI/Object/CivilianBuilding.ini | 556 +-- GeneralsZH/Data/INI/Object/CivilianProp.ini | 336 +- GeneralsZH/Data/INI/Object/CivilianUnit.ini | 838 ++-- GeneralsZH/Data/INI/Object/DemoGeneral.ini | 866 ++-- .../Data/INI/Object/FactionBuilding.ini | 590 +-- GeneralsZH/Data/INI/Object/FactionProp.ini | 2 +- .../Data/INI/Object/GC_Chem_GLABuildings.ini | 64 +- .../Data/INI/Object/GC_Chem_GLASystem.ini | 10 +- .../Data/INI/Object/GC_Chem_GLAUnits.ini | 256 +- .../Data/INI/Object/GC_Slth_GLABuildings.ini | 66 +- .../Data/INI/Object/GC_Slth_GLASystem.ini | 6 +- .../Data/INI/Object/GC_Slth_GLAUnits.ini | 328 +- GeneralsZH/Data/INI/Object/GLAAir.ini | 10 +- GeneralsZH/Data/INI/Object/GLACINEUnit.ini | 572 +-- GeneralsZH/Data/INI/Object/GLAInfantry.ini | 324 +- GeneralsZH/Data/INI/Object/GLAMiscUnit.ini | 8 +- GeneralsZH/Data/INI/Object/GLAVehicle.ini | 272 +- GeneralsZH/Data/INI/Object/Hulk.ini | 108 +- .../Data/INI/Object/InfantryGeneral.ini | 424 +- GeneralsZH/Data/INI/Object/LaserGeneral.ini | 676 +-- GeneralsZH/Data/INI/Object/NatureProp.ini | 574 +-- GeneralsZH/Data/INI/Object/NukeGeneral.ini | 504 +-- .../Data/INI/Object/SpecialPowerObjects.ini | 20 +- GeneralsZH/Data/INI/Object/StealthGeneral.ini | 712 ++-- .../Data/INI/Object/SuperWeaponGeneral.ini | 728 ++-- GeneralsZH/Data/INI/Object/System.ini | 122 +- GeneralsZH/Data/INI/Object/TankGeneral.ini | 446 +- GeneralsZH/Data/INI/Object/TechBuildings.ini | 34 +- GeneralsZH/Data/INI/Object/WeaponObjects.ini | 728 ++-- GeneralsZH/Data/INI/ObjectCreationList.ini | 2174 +++++----- GeneralsZH/Data/INI/Roads.ini | 144 +- GeneralsZH/Data/INI/SoundEffects.ini | 1496 +++---- GeneralsZH/Data/INI/SpecialPower.ini | 168 +- GeneralsZH/Data/INI/Speech.ini | 8 +- GeneralsZH/Data/INI/Voice.ini | 72 +- GeneralsZH/Data/INI/Weapon.ini | 894 ++-- GeneralsZH/Data/INI/Weather.ini | 4 +- GeneralsZH/Maps/Bitter Winter/map.ini | 4 +- GeneralsZH/Maps/Eastern Everglades/map.ini | 8 +- GeneralsZH/Maps/FloodedPlains/map.ini | 8 +- GeneralsZH/Maps/GC_ChinaBoss/map.ini | 148 +- GeneralsZH/Maps/GC_LaserGeneral/map.ini | 8 +- GeneralsZH/Maps/GC_NukeGeneral/map.ini | 2 +- GeneralsZH/Maps/Hovercraft/map.ini | 44 +- GeneralsZH/Maps/Lights Out/map.ini | 4 +- GeneralsZH/Maps/MD_CHI01/map.ini | 2 +- GeneralsZH/Maps/MD_CHI02/map.ini | 2 +- GeneralsZH/Maps/MD_CHI03/map.ini | 4 +- GeneralsZH/Maps/MD_CHI05/map.ini | 10 +- GeneralsZH/Maps/MD_CHI05_END/map.ini | 8 +- GeneralsZH/Maps/MD_GLA02/map.ini | 24 +- GeneralsZH/Maps/MD_GLA02_CINE/map.ini | 24 +- GeneralsZH/Maps/MD_GLA03/map.ini | 6 +- GeneralsZH/Maps/MD_GLA03_CINE/map.ini | 6 +- GeneralsZH/Maps/MD_GLA03_END/map.ini | 6 +- GeneralsZH/Maps/MD_GLA04/map.ini | 30 +- GeneralsZH/Maps/MD_GLA04_INTRO/map.ini | 28 +- GeneralsZH/Maps/MD_GLA04_Sound/map.ini | 28 +- GeneralsZH/Maps/MD_GLA05/map.ini | 56 +- GeneralsZH/Maps/MD_USA01/map.ini | 130 +- GeneralsZH/Maps/MD_USA01_CINE/map.ini | 98 +- GeneralsZH/Maps/MD_USA02/map.ini | 32 +- GeneralsZH/Maps/MD_USA03/map.ini | 6 +- GeneralsZH/Maps/MD_USA03_END/map.ini | 6 +- GeneralsZH/Maps/MD_USA03_END1/map.ini | 6 +- GeneralsZH/Maps/MD_USA03_Intro/map.ini | 2 +- GeneralsZH/Maps/MD_USA04/map.ini | 6 +- GeneralsZH/Maps/Rocky Rampage/map.ini | 8 +- GeneralsZH/Maps/Winding River/map.ini | 8 +- 130 files changed, 18723 insertions(+), 18723 deletions(-) diff --git a/Generals/Data/INI/Default/AIData.ini b/Generals/Data/INI/Default/AIData.ini index a8f7479..c9202fe 100644 --- a/Generals/Data/INI/Default/AIData.ini +++ b/Generals/Data/INI/Default/AIData.ini @@ -5,7 +5,7 @@ AIData StructureSeconds = 0.0 ; AI tries to build a new structure every N seconds. - TeamSeconds = 10 ; AI tries to build a new team every N seconds. + TeamSeconds = 10.0 ; AI tries to build a new team every N seconds. Wealthy = 7000 ; Number of resources for the AI to consider itself wealthy Poor = 2000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 2.0 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -33,7 +33,7 @@ AIData RepulsedDistance = 150.0 ; How far beyond vision range a repulsed civilian will run before stopping. ; so if vision range is 120.0, he will move to a point at least 270.0 away from the enemy, and then stop running. - WallHeight = 43 ; Height of the "Wall", made of KIND WALK_ON_TOP pieces. + WallHeight = 43.0 ; Height of the "Wall", made of KIND WALK_ON_TOP pieces. AttackIgnoreInsignificantBuildings = YES ; If yes, units will ignore enemy-owned buildings that are not faction buildings diff --git a/Generals/Data/INI/Default/Object.ini b/Generals/Data/INI/Default/Object.ini index f0567bb..0a96aa6 100644 --- a/Generals/Data/INI/Default/Object.ini +++ b/Generals/Data/INI/Default/Object.ini @@ -12,7 +12,7 @@ Object DefaultThingTemplate ; The placement view angle is the initial view angle you see a building at when ; it's floating at the cursor for placement. Values are 0-360 with ; 0 being down the X axis (right side of screen) and counterclockwise from there - PlacementViewAngle = 0 + PlacementViewAngle = 0.0 ; *For the upgrade cameos, pass in the name of the Upgrade you want the unit to display when selected. ; UpgradeCameo1 = Upgrade_AmericaRadar ; UpgradeCameo2 = Upgrade_AmericaRadar @@ -38,7 +38,7 @@ Object DefaultThingTemplate End VisionRange = 0.0 ; How far we can see BuildCost = 0 ; Cost to build - BuildTime = 1 ; Time to build in seconds + BuildTime = 1.0 ; Time to build in seconds RefundValue = 0 ; Sell value (0 == use default) EnergyProduction = 0 ; Energy required, below 0 values produce energy IsForbidden = NO ; Forbidden on this map diff --git a/Generals/Data/INI/Default/SoundEffects.ini b/Generals/Data/INI/Default/SoundEffects.ini index 4d3845a..9de87b4 100644 --- a/Generals/Data/INI/Default/SoundEffects.ini +++ b/Generals/Data/INI/Default/SoundEffects.ini @@ -10,6 +10,6 @@ AudioEvent DefaultSoundEffect Limit = 4 MinRange = 175.00 MaxRange = 600.00 - PitchShift = -0 0 + PitchShift = -0.0 0.0 Type = UI PLAYER End diff --git a/Generals/Data/INI/FXList.ini b/Generals/Data/INI/FXList.ini index e51f954..cc28bb4 100644 --- a/Generals/Data/INI/FXList.ini +++ b/Generals/Data/INI/FXList.ini @@ -43,27 +43,27 @@ End FXList FX_DamageTankStruck ParticleSystem Name = TankStruckSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End ParticleSystem Name = TankStruckDebris - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = TankStruckLenzflare - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End LightPulse Color = R:255 G:255 B:128 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -76,27 +76,27 @@ End FXList FX_HeroicDamageTankStruck ParticleSystem Name = TankStruckSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End ParticleSystem Name = TankStruckDebris - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = HeroicTankStruckLenzflare - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End LightPulse Color = R:255 G:255 B:128 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -110,15 +110,15 @@ FXList FX_DamageSmallTankStruck ParticleSystem Name = SmallTankStruckSmoke - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End ParticleSystem Name = SmallTankStruckSparks - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -131,17 +131,17 @@ End FXList FX_DamageTankStruckSmallArms ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -154,17 +154,17 @@ End FXList FX_DamageDisableVehicle ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -180,17 +180,17 @@ End FXList FX_HeroicDamageDisableVehicle ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -207,17 +207,17 @@ End FXList FX_DamageSmallTankStruckSmallArms ParticleSystem Name = SmallTankStruckSparks - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:128 G:128 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -231,17 +231,17 @@ FXList FX_HeroicDamageTankStruckSmallArms ParticleSystem Name = HeroicTankStruckSparks Offset = X:0.0 Y:0.0 Z:5.0 - ; Height = 0 0 CONSTANT + ; Height = 0.0 0.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:255 G:0 B:0 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -267,11 +267,11 @@ End FXList FX_DamageInfantryStruckSmallArms ParticleSystem Name = InfantryStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = InfantryStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End @@ -284,7 +284,7 @@ End FXList FX_HeroicDamageInfantryStruckSmallArms ParticleSystem Name = HeroicInfantryStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = InfantryStruckSmallArmsSmoke @@ -303,11 +303,11 @@ End FXList FX_DamageTankStruckFlame ParticleSystem Name = TankStruckFlame - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -354,11 +354,11 @@ FXList WeaponFX_BattleshipTargetExplode End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -447,7 +447,7 @@ FXList ScudStormMissileDetonation ParticleSystem Name = ScudMissleExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -464,7 +464,7 @@ End FXList WeaponFX_DragonTankFlameWeapon LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -474,7 +474,7 @@ End FXList WeaponFX_DragonTankFlameWeaponUpgraded LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -484,7 +484,7 @@ End FXList WeaponFX_ToxinTruckFlameWeapon LightPulse Color = R:64 G:255 B:64 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -494,7 +494,7 @@ End FXList WeaponFX_ToxinTruckFlameWeaponUpgraded LightPulse Color = R:64 G:64 B:255 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -504,7 +504,7 @@ End FXList WeaponFX_CleanupFireWeapon LightPulse Color = R:64 G:128 B:255 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -546,7 +546,7 @@ FXList WeaponFX_GenericTankGunNoTracer End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -576,7 +576,7 @@ FXList WeaponFX_HeroicGenericTankGunNoTracer End LightPulse Color = R:128 G:0 B:0 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -607,7 +607,7 @@ FXList WeaponFX_NukeCannonMuzzleFlash End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -642,7 +642,7 @@ FXList WeaponFX_HeroicNukeCannonMuzzleFlash End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -677,7 +677,7 @@ FXList WeaponFX_GenericTankGunNoTracerSmall End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -702,7 +702,7 @@ FXList WeaponFX_HeroicGenericTankGunNoTracerSmall End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -727,25 +727,25 @@ FXList WeaponFX_GenericTankGun End LightPulse Color = R:255 G:255 B:128 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End Tracer DecayAt = 0.5 - Length = 20 + Length = 20.0 Width = 0.5 Color = R:230 G:204 B:179 End ParticleSystem Name = TankMuzzleFlashSmoke OrientToObject = YES - RotateY = 90 + RotateY = 90.0 End ParticleSystem Name = TankMuzzleFlashFlame OrientToObject = YES - RotateY = 90 + RotateY = 90.0 End End @@ -753,7 +753,7 @@ End FXList WeaponFX_GenericMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 200 End @@ -768,11 +768,11 @@ FXList WeaponFX_GenericMachineGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:255 B:255 - Speed = 600 + Speed = 600.0 Probability = 0.5 End End @@ -781,7 +781,7 @@ End FXList WeaponFX_GenericMachineGunFireWithRedTracers LightPulse Color = R:128 G:0 B:0 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 200 End @@ -796,11 +796,11 @@ FXList WeaponFX_GenericMachineGunFireWithRedTracers Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -809,7 +809,7 @@ End FXList WeaponFX_GattlingTankMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -824,11 +824,11 @@ FXList WeaponFX_GattlingTankMachineGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:255 B:255 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -837,7 +837,7 @@ End FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers LightPulse Color = R:255 G:64 B:64 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -852,11 +852,11 @@ FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -866,7 +866,7 @@ End FXList WeaponFX_GattlingCannonMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -881,11 +881,11 @@ FXList WeaponFX_GattlingCannonMachineGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:255 B:255 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -894,7 +894,7 @@ End FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers LightPulse Color = R:255 G:64 B:64 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -909,11 +909,11 @@ FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -923,16 +923,16 @@ End FXList WeaponFX_RedguardMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:230 G:204 B:179 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -941,16 +941,16 @@ End FXList WeaponFX_HeroicRedguardMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -959,16 +959,16 @@ End FXList WeaponFX_RangerAdvancedCombatRifleFire LightPulse Color = R:255 G:255 B:128 - Radius = 20 + Radius = 20.0 IncreaseTime = 0 DecreaseTime = 300 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:230 G:204 B:179 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -977,16 +977,16 @@ End FXList WeaponFX_HeroicRangerAdvancedCombatRifleFire LightPulse Color = R:255 G:255 B:128 - Radius = 20 + Radius = 20.0 IncreaseTime = 0 DecreaseTime = 300 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 300 + Speed = 300.0 Probability = 0.9 End End @@ -995,7 +995,7 @@ End FXList WeaponFX_Comanche20mmCannonFire LightPulse Color = R:255 G:255 B:255 - Radius = 60 + Radius = 60.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1010,11 +1010,11 @@ FXList WeaponFX_Comanche20mmCannonFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:128 G:128 B:128 - Speed = 600 + Speed = 600.0 ; Probability = 0.9 End End @@ -1023,7 +1023,7 @@ End FXList WeaponFX_HeroicComanche20mmCannonFire LightPulse Color = R:255 G:128 B:128 - Radius = 60 + Radius = 60.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1038,11 +1038,11 @@ FXList WeaponFX_HeroicComanche20mmCannonFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:196 G:0 B:0 - Speed = 600 + Speed = 600.0 ; Probability = 0.9 End End @@ -1051,7 +1051,7 @@ End FXList WeaponFX_WatchTowerMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 21 + Radius = 21.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1066,7 +1066,7 @@ End FXList WeaponFX_CommandoMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1076,7 +1076,7 @@ End FXList WeaponFX_QuadCannonGunFire LightPulse Color = R:128 G:128 B:64 - Radius = 20 + Radius = 20.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1091,11 +1091,11 @@ FXList WeaponFX_QuadCannonGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:255 B:255 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -1104,7 +1104,7 @@ End FXList WeaponFX_HeroicQuadCannonGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 20 + Radius = 20.0 IncreaseTime = 0 DecreaseTime = 300 End @@ -1119,11 +1119,11 @@ FXList WeaponFX_HeroicQuadCannonGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -1132,7 +1132,7 @@ End FXList WeaponFX_TechnicalGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -1147,11 +1147,11 @@ FXList WeaponFX_TechnicalGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:230 G:204 B:179 - Speed = 300 + Speed = 300.0 Probability = 0.25 End End @@ -1171,11 +1171,11 @@ FXList WeaponFX_NapalmMissileDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1195,11 +1195,11 @@ FXList WeaponFX_BlackNapalmMissileDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1218,11 +1218,11 @@ FXList WeaponFX_MolotovCocktailDetonation End TerrainScorch Type = RANDOM - Radius = 18 + Radius = 18.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1238,11 +1238,11 @@ FXList WeaponFX_JetMissileDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1264,7 +1264,7 @@ FXList FX_BombExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = Explosion @@ -1278,11 +1278,11 @@ FXList FX_TankDieExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1305,9 +1305,9 @@ FXList FX_JetDeathExplosion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 0 UNIFORM - InitialDelay = 50 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 0.0 UNIFORM + InitialDelay = 50.0 667.0 UNIFORM OrientToObject = YES End ViewShake @@ -1333,9 +1333,9 @@ FXList FX_RaptorDeathExplosion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 0 UNIFORM - InitialDelay = 50 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 0.0 UNIFORM + InitialDelay = 50.0 667.0 UNIFORM OrientToObject = YES End ViewShake @@ -1350,9 +1350,9 @@ FXList FX_GenericTankDeathExplosion End ParticleSystem Name = MammothTankSubExplosionSmoke - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = MammothTankExplosionDebris @@ -1369,7 +1369,7 @@ FXList FX_GenericTankDeathExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1384,9 +1384,9 @@ FXList FX_AmericaVehicleTomahawkDeathExplosion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = MammothTankExplosionDebris @@ -1399,7 +1399,7 @@ FXList FX_AmericaVehicleTomahawkDeathExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1420,19 +1420,19 @@ FXList FX_ChinaVehicleNukeCannonDeathExplosion ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -1443,25 +1443,25 @@ FXList FX_ChinaVehicleNukeCannonDeathExplosion ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -1543,7 +1543,7 @@ End FXList FX_CrusaderCatchFire ParticleSystem Name = TankFire - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1557,7 +1557,7 @@ End FXList FX_HumveeExplosionOneInitial ParticleSystem Name = HotPillarArms - Offset = X:10 Y:0 Z:10 + Offset = X:10.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1576,9 +1576,9 @@ FXList FX_HumveeExplosionOneFinal ParticleSystem Name = HumveeSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = HumveeExplosionDebris @@ -1588,7 +1588,7 @@ FXList FX_HumveeExplosionOneFinal End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1599,7 +1599,7 @@ End FXList FX_HumveeDamageTransition ParticleSystem Name = HumveeTransitionExplosion1 - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1613,7 +1613,7 @@ End FXList FX_ComancheDamageTransition ParticleSystem Name = ComancheTransitionSmoke - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1627,7 +1627,7 @@ End FXList FX_JetBigDamageTransition ParticleSystem Name = JetTransitionSmokeLarge - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 OrientToObject = YES End ViewShake @@ -1642,7 +1642,7 @@ End FXList FX_BattleMasterExplosionOneInitial ParticleSystem Name = HotPillarArms - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1656,7 +1656,7 @@ End FXList FX_GattlingExplosionOneInitial ParticleSystem Name = HotPillarArms - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1674,9 +1674,9 @@ FXList FX_GattlingExplosionOneFinal ParticleSystem Name = BattleMasterTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = BattleMasterTankExplosionDebris @@ -1689,7 +1689,7 @@ FXList FX_GattlingExplosionOneFinal End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1706,18 +1706,18 @@ FXList FX_BattleMasterExplosionOneFinal End ParticleSystem Name = BattleMasterTankExplosionShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BattleMasterTankExplosionLenzflare - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1735,22 +1735,22 @@ FXList FX_ScudLauncherExplosionOneFinal End ParticleSystem Name = BattleMasterTankExplosionShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BattleMasterTankExplosionLenzflare - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = ScudMissleLauncherExplosionTrailArms - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1768,22 +1768,22 @@ FXList FX_SupplyTruckExplosionOneFinal End ParticleSystem Name = BattleMasterTankExplosionShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BattleMasterTankExplosionLenzflare - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ; ParticleSystem ; Name = ScudMissleLauncherExplosionTrailArms - ; Offset = X:0 Y:0 Z:5 + ; Offset = X:0.0 Y:0.0 Z:5.0 ; End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1800,18 +1800,18 @@ FXList FX_ToxinTruckExplosionOneFinal End ParticleSystem Name = ScudMissleExplosionTrailArms - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = ToxicExplosionLarge - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1828,18 +1828,18 @@ FXList FX_GattlingExplosionOneFinal End ParticleSystem Name = BattleMasterTankExplosionShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BattleMasterTankExplosionLenzflare - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1850,15 +1850,15 @@ End FXList FX_BattleMasterDamageTransition ParticleSystem Name = BattleMasterTransitionExplosion - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BattleMasterTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BattleMasterTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1872,15 +1872,15 @@ End FXList FX_BattleMasterDamageTransitionSmall ParticleSystem Name = BattleMasterTransitionExplosionSmall - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BattleMasterTransitionLenzflareSmall - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BattleMasterTransitionDebrisSmall - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1894,15 +1894,15 @@ End FXList FX_BattleDroneDamageTransitionSmall ParticleSystem Name = BattleMasterTransitionExplosionSmall - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BattleMasterTransitionLenzflareSmall - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BattleMasterTransitionDebrisSmall - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1913,17 +1913,17 @@ End FXList FX_ScudLauncherDamageTransition ParticleSystem Name = ScudLauncherTransitionExplosion - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 OrientToObject = YES End ParticleSystem Name = ScudLauncherTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 OrientToObject = YES End ParticleSystem Name = ScudLauncherTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 OrientToObject = YES End ViewShake @@ -1938,7 +1938,7 @@ End FXList FX_OverlordSmoke ParticleSystem Name = TankSmoke - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1952,7 +1952,7 @@ End FXList FX_OverlordExplosionOneInitial ParticleSystem Name = HotPillarArms - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1969,9 +1969,9 @@ FXList FX_OverlordExplosionOneFinal End ParticleSystem Name = OverlordSubExplosionSmoke - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = OverlordExplosionDebris @@ -1988,7 +1988,7 @@ FXList FX_OverlordExplosionOneFinal End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1999,15 +1999,15 @@ End FXList FX_OverlordDamageTransition ParticleSystem Name = OverlordTransitionExplosion - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = OverlordTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = OverlordTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SUBTLE @@ -2021,15 +2021,15 @@ End FXList FX_NukeCannonDamageTransition ParticleSystem Name = NukeCannonTransitionExplosion - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SUBTLE @@ -2043,15 +2043,15 @@ End FXList FX_DragonDamageTransition ParticleSystem Name = DragonTransitionExplosion - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = DragonTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = DragonTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SUBTLE @@ -2065,7 +2065,7 @@ End FXList FX_CrusaderDamageTransition ParticleSystem Name = DragonTransitionExplosion1 - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End ViewShake Type = SUBTLE @@ -2079,7 +2079,7 @@ End FXList FX_MIGDamageTransition ParticleSystem Name = MIGTransitionSmoke - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 OrientToObject = YES End ViewShake @@ -2094,13 +2094,13 @@ End FXList FX_DragonNapalmSpill ParticleSystem Name = NapalmSpill01 - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 ; AttachToObject = YES End ParticleSystem Name = NapalmSpill02 ; AttachToObject = YES - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End Sound Name = FireHydrantBreak @@ -2115,9 +2115,9 @@ FXList FX_DragonTankDeathExplosionFinal End ParticleSystem Name = OverlordSubExplosionSmoke - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = FirestormSmall @@ -2125,14 +2125,14 @@ FXList FX_DragonTankDeathExplosionFinal ParticleSystem Name = FirestormRingSmall OrientToObject = YES - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SUBTLE End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -2143,7 +2143,7 @@ End FXList FX_QuadCannonCatchFire ParticleSystem Name = TankFire - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -2169,25 +2169,25 @@ FXList FX_SmallStructureDeath End ParticleSystem Name = MammothTankSubExplosionSmoke - Radius = 15 30 UNIFORM - Height = 15 30 UNIFORM - InitialDelay = 200 300 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 15.0 30.0 UNIFORM + InitialDelay = 200.0 300.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 1 - ; Radius = 10 20 UNIFORM - Height = 0 0 UNIFORM - InitialDelay = 0 200 UNIFORM + ; Radius = 10.0 20.0 UNIFORM + Height = 0.0 0.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 - Radius = 15 30 UNIFORM - Height = 0 30 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 30.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End ParticleSystem @@ -2213,25 +2213,25 @@ FXList FX_LargeStructureDeath ParticleSystem Name = MammothTankSubExplosionSmoke Count = 2 - Radius = 20 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 20.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 3 ; 4 - Radius = 10 40 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 10.0 40.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 - Radius = 15 50 UNIFORM - Height = 0 40 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 15.0 50.0 UNIFORM + Height = 0.0 40.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End ParticleSystem Name = StructureExplosionDebris @@ -2254,25 +2254,25 @@ FXList FX_CommandCenterDeath ParticleSystem Name = MammothTankSubExplosionSmoke Count = 2 - Radius = 20 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 20.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 3 ; 4 - Radius = 10 40 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 10.0 40.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 - Radius = 15 50 UNIFORM - Height = 0 40 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 15.0 50.0 UNIFORM + Height = 0.0 40.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End ParticleSystem Name = StructureExplosionDebris @@ -2293,41 +2293,41 @@ FXList FX_AsianTVStationDeath ; fiery heart explosion at a Repair Bay ParticleSystem Name = SubExplosionSmoke01 - Offset = X:-30 Y:15 Z:10 + Offset = X:-30.0 Y:15.0 Z:10.0 Count = 2 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 100 200 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 100.0 200.0 UNIFORM End ; fiery heart explosion at a Repair Bay ParticleSystem Name = SubExplosionSmoke01 - Offset = X:30 Y:15 Z:10 + Offset = X:30.0 Y:15.0 Z:10.0 Count = 2 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 100 200 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 100.0 200.0 UNIFORM End ; fiery heart explosion at a Repair Bay ParticleSystem Name = SubExplosionSmoke01 - Offset = X:30 Y:-15 Z:10 + Offset = X:30.0 Y:-15.0 Z:10.0 Count = 2 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 100 200 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 100.0 200.0 UNIFORM End ; fiery heart explosion at a Repair Bay ParticleSystem Name = SubExplosionSmoke01 - Offset = X:-30 Y:-15 Z:10 + Offset = X:-30.0 Y:-15.0 Z:10.0 Count = 2 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 100 200 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 100.0 200.0 UNIFORM End End @@ -2358,30 +2358,30 @@ FXList FX_AmericaWarFactoryDeathFinal ; fiery heart explosion at above entrance arc ParticleSystem Name = SubExplosionSmoke01 - Offset = X:30 Y:-30 Z:10 + Offset = X:30.0 Y:-30.0 Z:10.0 Count = 1 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 200 400 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 200.0 400.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 Count = 3 - Radius = 10 40 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 10.0 40.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; lighter than dusty clouds support smoke puffs ParticleSystem Name = StructureSubExplosionSmoke Count = 5 - Radius = 15 50 UNIFORM - Height = 0 40 UNIFORM - InitialDelay = 267 1000 UNIFORM + Radius = 15.0 50.0 UNIFORM + Height = 0.0 40.0 UNIFORM + InitialDelay = 267.0 1000.0 UNIFORM End ; shake the screen @@ -2451,7 +2451,7 @@ FXList FX_TankerTruckExplode End ParticleSystem Name = SootySmokeColumn - Offset = X:20 Y:0 Z:0 + Offset = X:20.0 Y:0.0 Z:0.0 End ParticleSystem Name = MammothTankExplosionSmoke @@ -2459,15 +2459,15 @@ FXList FX_TankerTruckExplode ParticleSystem Name = BarrelExplosionDebris Count = 3 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End ParticleSystem Name = MammothTankSubExplosionSmoke Count = 10 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 3000 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 3000.0 UNIFORM End ParticleSystem Name = TankerTruckExplosionShockwave @@ -2492,7 +2492,7 @@ End FXList FX_CarWallSpark ParticleSystem Name = FlatSparkSprayLineBurst - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 OrientToObject = YES End End @@ -2585,11 +2585,11 @@ FXList FX_LimoExplode End ParticleSystem Name = LimoExplosionArms - Offset = X:12 Y:0 Z:0 + Offset = X:12.0 Y:0.0 Z:0.0 End ParticleSystem Name = LimoExplosionArms - Offset = X:-12 Y:0 Z:0 + Offset = X:-12.0 Y:0.0 Z:0.0 End ParticleSystem Name = LimoExplosionSmoke @@ -2719,7 +2719,7 @@ FXList FX_TreeBounce End ParticleSystem Name = TreeBounceDust - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 End End @@ -2745,7 +2745,7 @@ FXList FX_ChainLinkFenceBounce End ParticleSystem Name = TreeBounceDust - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 End End @@ -2916,7 +2916,7 @@ End FXList FX_HumveeMissileIgnition ParticleSystem Name = TowMissileBackblast - Offset = X:-15 Y:0 Z:0 + Offset = X:-15.0 Y:0.0 Z:0.0 OrientToObject = YES End End @@ -3151,7 +3151,7 @@ FXList FX_RaptorCrashExplosion End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End End @@ -3264,7 +3264,7 @@ FXList WeaponFX_MineDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -3282,7 +3282,7 @@ FXList WeaponFX_WorkerMineDisarming End TerrainScorch Type = RANDOM - Radius = 10 + Radius = 10.0 End End @@ -3305,7 +3305,7 @@ FXList WeaponFX_DozerMineDisarming End TerrainScorch Type = RANDOM - Radius = 10 + Radius = 10.0 End End @@ -3325,7 +3325,7 @@ FXList WeaponFX_SuicideDynamitePackDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -3343,19 +3343,19 @@ FXList WeaponFX_CINEConvoyNuke ParticleSystem Name = NukeFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -3366,38 +3366,38 @@ FXList WeaponFX_CINEConvoyNuke ParticleSystem Name = NukeBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End TerrainScorch Type = RANDOM - Radius = 250 + Radius = 250.0 End End @@ -3418,7 +3418,7 @@ FXList WeaponFX_TNTStickyBombDetonation End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End End @@ -3445,7 +3445,7 @@ FXList WeaponFX_DemoTrapDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -3468,7 +3468,7 @@ FXList CINE_WeaponFX_DemoTrapDetonation End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End End @@ -3476,7 +3476,7 @@ End FXList WeaponFX_RangerFlashBangGrenadeDetonation ParticleSystem Name = FlashBangNormal - Offset = X:0 Y:0 Z:4 + Offset = X:0.0 Y:0.0 Z:4.0 End ParticleSystem Name = FlashBangNormalSpark @@ -3499,7 +3499,7 @@ FXList FX_DaisyCutterExplode ParticleSystem Name = DaisyExplosionScatter AttachToObject = YES - InitialDelay = 500 500 UNIFORM + InitialDelay = 500.0 500.0 UNIFORM End Sound Name = DaisyCutterGas @@ -3515,11 +3515,11 @@ FXList FX_DaisyCutterIgnite End ParticleSystem Name = DaisyExplosionScatterIgnite2 - InitialDelay = 500 500 UNIFORM + InitialDelay = 500.0 500.0 UNIFORM End ParticleSystem Name = DaisyFlameShockwave - InitialDelay = 1000 1000 UNIFORM + InitialDelay = 1000.0 1000.0 UNIFORM End Sound Name = DaisyCutterIgnite @@ -3596,9 +3596,9 @@ FXList FX_RocketBuggyAirDeathAirPart ParticleSystem Name = BuggyNewAirDeathSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End Sound Name = CarDie @@ -3678,7 +3678,7 @@ FXList FX_BuggyNewDeathExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = CarDie @@ -3846,7 +3846,7 @@ End FXList FX_HelicopterStartDeath ParticleSystem Name = SubExplosionSmoke02 - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 End Sound Name = ComancheDie @@ -3861,7 +3861,7 @@ FXList FX_HelicopterBladeExplosion ParticleSystem Name = TankStruckSparks Count = 5 - Radius = 5 5 UNIFORM + Radius = 5.0 5.0 UNIFORM End Sound Name = ComancheSpinExplosion @@ -3911,8 +3911,8 @@ FXList FX_GroundedHelicopterBlowUp ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 5 5 UNIFORM - InitialDelay = 100 100 UNIFORM + Radius = 5.0 5.0 UNIFORM + InitialDelay = 100.0 100.0 UNIFORM End Sound Name = CarDie @@ -3935,13 +3935,13 @@ FXList FX_GLAPowerPlantDamagedExplosion1 ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End End @@ -3958,13 +3958,13 @@ FXList FX_GLAPowerPlantDamagedExplosion2 ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End End @@ -3981,13 +3981,13 @@ FXList FX_GLAPowerPlantDamagedExplosion3 ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End End @@ -4002,24 +4002,24 @@ FXList FX_GLAPowerPlantDeathStart ; fiery "heart" of the explosion ParticleSystem Name = GLAPowerPlantDeathExplosion1 - Offset = X:-3.532 Y:30 Z:2 + Offset = X:-3.532 Y:30.0 Z:2.0 Count = 2 End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDeathShockwave2 - Offset = X:-3.532 Y:30 Z:2 + Offset = X:-3.532 Y:30.0 Z:2.0 End ParticleSystem Name = GLAPowerPlantDeathExplosion1 - Offset = X:-9.08 Y:-8.547 Z:1 + Offset = X:-9.08 Y:-8.547 Z:1.0 End ParticleSystem Name = GLAPowerPlantDeathShockwave2 - Offset = X:-9.08 Y:-8.547 Z:1 + Offset = X:-9.08 Y:-8.547 Z:1.0 End ViewShake @@ -4038,14 +4038,14 @@ FXList FX_GLAPowerPlantDeathFinal ; fiery "heart" of the explosion ParticleSystem Name = GLAPowerPlantDeathExplosion2 - Offset = X:-3.532 Y:30 Z:26.822 + Offset = X:-3.532 Y:30.0 Z:26.822 Count = 2 End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDeathShockwave2 - Offset = X:-3.532 Y:30 Z:26.822 + Offset = X:-3.532 Y:30.0 Z:26.822 End ParticleSystem @@ -4066,7 +4066,7 @@ FXList FX_DamWaterSpray01 ParticleSystem Name = WaterSpraySplash OrientToObject = YES - InitialDelay = 50 5000 UNIFORM ; in milliseconds + InitialDelay = 50.0 5000.0 UNIFORM ; in milliseconds End End @@ -4084,19 +4084,19 @@ FXList FX_Nuke ParticleSystem Name = NukeFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -4107,38 +4107,38 @@ FXList FX_Nuke ParticleSystem Name = NukeBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End ParticleSystem Name = NukeRadiationInitial - InitialDelay = 3000 3000 UNIFORM ; in milliseconds + InitialDelay = 3000.0 3000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -4157,19 +4157,19 @@ FXList FX_BaikonurNuke ParticleSystem Name = NukeBaikonurFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeBaikonurMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeBaikonurMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -4180,32 +4180,32 @@ FXList FX_BaikonurNuke ParticleSystem Name = NukeBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeBaikonurShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeBaikonurMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeBaikonurShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeBaikonurMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End @@ -4224,19 +4224,19 @@ FXList FX_NukeGLA ParticleSystem Name = NukeGLAFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeGLAMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeGLAMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -4247,32 +4247,32 @@ FXList FX_NukeGLA ParticleSystem Name = NukeGLABlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeGLAShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End @@ -4390,13 +4390,13 @@ FXList FX_GLAViralOutbreak ParticleSystem Name = GLAViralOutbreakClouds - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = GLAViralOutbreakFumes - InitialDelay = 500 500 UNIFORM ; in milliseconds + InitialDelay = 500.0 500.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:2.0 End @@ -4450,19 +4450,19 @@ FXList FX_ChinaPowerPlantDeath ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -4473,31 +4473,31 @@ FXList FX_ChinaPowerPlantDeath ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -4516,19 +4516,19 @@ FXList WeaponFX_NukeCannon ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -4539,25 +4539,25 @@ FXList WeaponFX_NukeCannon ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -4575,19 +4575,19 @@ FXList WeaponFX_BaikonurRocket ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -4598,25 +4598,25 @@ FXList WeaponFX_BaikonurRocket ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 500 500 UNIFORM ; in milliseconds + InitialDelay = 500.0 500.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -4627,19 +4627,19 @@ FXList FX_CarpetBomb ParticleSystem Name = CarpetBombExplosion - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombExplosionPuff - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -4660,19 +4660,19 @@ FXList FX_AuroraBombDetonate ParticleSystem Name = CarpetBombExplosion - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombExplosionPuff - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -4688,19 +4688,19 @@ FXList FX_A10ThunderboltMissileExplosion ParticleSystem Name = CarpetBombExplosion - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombExplosionPuff - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -4716,13 +4716,13 @@ FXList FX_BonusCrate ParticleSystem Name = BonusCrate01 - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = BonusCrateFlash - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -4825,7 +4825,7 @@ FXList FX_FlashBangGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. @@ -4905,7 +4905,7 @@ FXList FX_ToxinStreamGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 @@ -4931,7 +4931,7 @@ FXList FX_ToxinStreamUpgradedGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 @@ -4956,7 +4956,7 @@ FXList FX_DragonFlameGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 @@ -5148,9 +5148,9 @@ FXList FX_JetDeathFinalBlowUp_CinematicVersion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 0 UNIFORM - InitialDelay = 50 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 0.0 UNIFORM + InitialDelay = 50.0 667.0 UNIFORM OrientToObject = YES End ViewShake @@ -5175,7 +5175,7 @@ FXList WeaponFX_ClusterMineImpact ; for "there are mines here"... (srj) ; TerrainScorch ; Type = RANDOM - ; Radius = 15 + ; Radius = 15.0 ; End Sound Name = ExplosionClusterMine @@ -5237,7 +5237,7 @@ FXList FX_RangerCombatDropKill LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. @@ -5269,7 +5269,7 @@ End ; End ; LightPulse ; Color = R:255 G:0 B:0 -; Radius = 100 +; Radius = 100.0 ; IncreaseTime = 0 ; DecreaseTime = 2000 ; End @@ -5299,7 +5299,7 @@ FXList WeaponFX_BombTruckDefaultBombDetonation ParticleSystem Name = BombTruckDefaultExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -5327,7 +5327,7 @@ FXList WeaponFX_BombTruckBioBombDetonation ParticleSystem Name = BombTruckBioExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -5355,7 +5355,7 @@ FXList WeaponFX_BombTruckAnthraxBombDetonation ParticleSystem Name = BombTruckAnthraxExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -5387,7 +5387,7 @@ FXList WeaponFX_BombTruckHighExplosiveBombDetonation ParticleSystem Name = BombTruckHEExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -5420,7 +5420,7 @@ FXList WeaponFX_BombTruckHighExplosiveBioBombDetonation ParticleSystem Name = BombTruckHEBioExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -5453,7 +5453,7 @@ FXList WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation ParticleSystem Name = BombTruckHEAnthraxExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -5470,7 +5470,7 @@ End FXList FX_BridgeRepaired01 ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End End @@ -5478,15 +5478,15 @@ End FXList FX_BombTruckDisguiseReveal ; ParticleSystem ; Name = TankStruckSmoke - ; Height = 10 10 CONSTANT + ; Height = 10.0 10.0 CONSTANT ; End ; ParticleSystem ; Name = TankStruckSparks - ; Height = 10 10 CONSTANT + ; Height = 10.0 10.0 CONSTANT ; End LightPulse Color = R:255 G:255 B:128 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -5499,15 +5499,15 @@ End FXList FX_BombTruckDisguise ; ParticleSystem ; Name = TankStruckSmoke - ; Height = 10 10 CONSTANT + ; Height = 10.0 10.0 CONSTANT ; End ; ParticleSystem ; Name = TankStruckSparks - ; Height = 10 10 CONSTANT + ; Height = 10.0 10.0 CONSTANT ; End LightPulse Color = R:255 G:255 B:128 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -5534,15 +5534,15 @@ End FXList FX_GenericMissileDisintegrate ParticleSystem Name = GenericLaserHit - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End ParticleSystem Name = TankStruckSparks - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End LightPulse Color = R:255 G:64 B:64 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -5565,19 +5565,19 @@ FXList FX_ChemicalFactoryExplosion ParticleSystem Name = ChemicalFactoryGreenGasThick - InitialDelay = 0 0 UNIFORM ; The green gas + InitialDelay = 0.0 0.0 UNIFORM ; The green gas Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = ChemicalExplosionMushroom - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ; ParticleSystem ; Name = NukeGLAMushroomCloudRing - ; InitialDelay = 2000 2000 UNIFORM ; in milliseconds + ; InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:105.0 ; End @@ -5588,32 +5588,32 @@ FXList FX_ChemicalFactoryExplosion ; ParticleSystem ; Name = NukeGLABlastWave - ; InitialDelay = 300 300 UNIFORM ; in milliseconds + ; InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; ; Offset = X:0.0 Y:0.0 Z:45.0 ; Offset = X:0.0 Y:0.0 Z:15.0 ; End ; ParticleSystem ; Name = NukeGLAShockwaveInverted - ; InitialDelay = 300 300 UNIFORM ; in milliseconds + ; InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAMushroomStem - ; InitialDelay = 2000 2000 UNIFORM ; in milliseconds + ; InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAShockwave - ; InitialDelay = 200 200 UNIFORM ; in milliseconds + ; InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAMushroomRing - ; InitialDelay = 1000 1000 UNIFORM ; in milliseconds + ; InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:50.0 ; End @@ -5628,7 +5628,7 @@ FXList WeaponFX_EruptionOfToxicGooLarge End LightPulse Color = R:0 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -5647,7 +5647,7 @@ FXList WeaponFX_EruptionOfToxicGooSmall End LightPulse Color = R:0 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -5708,15 +5708,15 @@ End FXList FX_ToxicTankDamageTransition ParticleSystem Name = ToxicExplosionLarge - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = ToxinLenzflare - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End LightPulse Color = R:128 G:255 B:32 - Radius = 60 + Radius = 60.0 IncreaseTime = 100 DecreaseTime = 1500 End @@ -5732,15 +5732,15 @@ End FXList FX_ToxicBunkerDamageTransition ParticleSystem Name = ToxicExplosionLargeUpgraded - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = ToxinLenzflareUpgraded - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End LightPulse Color = R:64 G:64 B:255 - Radius = 60 + Radius = 60.0 IncreaseTime = 100 DecreaseTime = 1500 End @@ -5761,11 +5761,11 @@ FXList FX_ArtilleryBarrage End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -5777,7 +5777,7 @@ FXList FX_ArtilleryBarrage End ParticleSystem Name = ArtilleryBarrageShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End Sound Name = ExplosionCarpetBomb @@ -5793,11 +5793,11 @@ FXList FX_AnthraxBomb End ; TerrainScorch ; Type = RANDOM - ; Radius = 15 + ; Radius = 15.0 ; End ; LightPulse ; Color = R:255 G:128 B:51 - ; Radius = 30 + ; Radius = 30.0 ; IncreaseTime = 0 ; DecreaseTime = 2333 ; End @@ -5809,7 +5809,7 @@ FXList FX_AnthraxBomb End ParticleSystem Name = AnthraxBombLenzflare - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End Sound Name = ExplosionAnthraxBomb @@ -5828,8 +5828,8 @@ FXList FX_LocomotiveExplode ParticleSystem Name = BarrelExplosionDebris Count = 3 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End Sound Name = GasStationDie @@ -5850,8 +5850,8 @@ FXList FX_RailroadTankCarExplode ParticleSystem Name = BarrelExplosionDebris Count = 1 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End Sound Name = GasStationDie @@ -5872,8 +5872,8 @@ FXList FX_RailroadWoodenCarExplode ParticleSystem Name = BarrelExplosionDebris Count = 1 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End Sound Name = GasStationDie @@ -5894,8 +5894,8 @@ FXList FX_RailroadCoalCarExplode ParticleSystem Name = BarrelExplosionDebris Count = 1 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End Sound Name = GasStationDie @@ -5954,12 +5954,12 @@ FXList FX_RailroadBridgeCollapse ; SPLASH ParticleSystem Name = RiverSplashLarge - InitialDelay = 5000 5000 UNIFORM ; in milliseconds + InitialDelay = 5000.0 5000.0 UNIFORM ; in milliseconds Offset = X:70.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite - InitialDelay = 5000 5000 UNIFORM ; in milliseconds + InitialDelay = 5000.0 5000.0 UNIFORM ; in milliseconds Offset = X:70.0 Y:0.0 Z:-156.0 End Sound @@ -5971,12 +5971,12 @@ FXList FX_RailroadBridgeCollapse ParticleSystem Name = RiverSplashLarge - InitialDelay = 6000 6000 UNIFORM ; in milliseconds + InitialDelay = 6000.0 6000.0 UNIFORM ; in milliseconds Offset = X:20.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite - InitialDelay = 6000 6000 UNIFORM ; in milliseconds + InitialDelay = 6000.0 6000.0 UNIFORM ; in milliseconds Offset = X:20.0 Y:0.0 Z:-156.0 End Sound @@ -5988,12 +5988,12 @@ FXList FX_RailroadBridgeCollapse ParticleSystem Name = RiverSplashLarge - InitialDelay = 7000 7000 UNIFORM ; in milliseconds + InitialDelay = 7000.0 7000.0 UNIFORM ; in milliseconds Offset = X:-20.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite - InitialDelay = 7000 7000 UNIFORM ; in milliseconds + InitialDelay = 7000.0 7000.0 UNIFORM ; in milliseconds Offset = X:-20.0 Y:0.0 Z:-156.0 End Sound @@ -6157,14 +6157,14 @@ FXList FX_TsingMaExplosion ParticleSystem Name = TsingMaLenzflare OrientToObject = YES - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SEVERE End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -6180,12 +6180,12 @@ FXList FX_TsingMaSplash ParticleSystem Name = TsingMaSplashWave OrientToObject = YES - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds End ParticleSystem Name = TsingMaSplashHit OrientToObject = YES - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds End End @@ -6201,14 +6201,14 @@ FXList FX_TrainWreckExplosion ParticleSystem Name = TsingMaLenzflare OrientToObject = YES - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SEVERE End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -6245,10 +6245,10 @@ FXList FX_ParticleUplinkDeathInitial End ParticleSystem Name = ParticleDeathFlare - Offset = X:30 Y:0 Z:10 + Offset = X:30.0 Y:0.0 Z:10.0 End ParticleSystem Name = ParticleDeathImplode - Offset = X:30 Y:0 Z:20 + Offset = X:30.0 Y:0.0 Z:20.0 End End diff --git a/Generals/Data/INI/GameData.ini b/Generals/Data/INI/GameData.ini index 0723b11..c0eed29 100644 --- a/Generals/Data/INI/GameData.ini +++ b/Generals/Data/INI/GameData.ini @@ -51,7 +51,7 @@ GameData VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map VertexWaterHeightClampLow1 = 0.0 VertexWaterHeightClampHi1 = 16.3 - VertexWaterAngle1 = 45 ; in degrees + VertexWaterAngle1 = 45.0 ; in degrees VertexWaterXPosition1 = 2700.0 VertexWaterYPosition1 = -750.0 VertexWaterZPosition1 = 2.9 @@ -67,7 +67,7 @@ GameData VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map VertexWaterHeightClampLow2 = 0.0 VertexWaterHeightClampHi2 = 31.2 - VertexWaterAngle2 = -12 ; in degrees + VertexWaterAngle2 = -12.0 ; in degrees VertexWaterXPosition2 = 282.0 VertexWaterYPosition2 = -20.0 VertexWaterZPosition2 = 3.0 @@ -83,7 +83,7 @@ GameData VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map VertexWaterHeightClampLow3 = 0.0 VertexWaterHeightClampHi3 = 45.0 - VertexWaterAngle3 = -12 ; in degrees + VertexWaterAngle3 = -12.0 ; in degrees VertexWaterXPosition3 = 1424.0 VertexWaterYPosition3 = -270.0 VertexWaterZPosition3 = 2.0 @@ -99,7 +99,7 @@ GameData VertexWaterAvailableMaps4 = Maps\USA06\USA06.map VertexWaterHeightClampLow4 = 0.0 VertexWaterHeightClampHi4 = 16.3 - VertexWaterAngle4 = 45 ; in degrees + VertexWaterAngle4 = 45.0 ; in degrees VertexWaterXPosition4 = 2700.0 VertexWaterYPosition4 = -750.0 VertexWaterZPosition4 = 2.9 @@ -185,10 +185,10 @@ GameData ForceModelsToFollowTimeOfDay = YES ForceModelsToFollowWeather = YES - InfantryLightMorningScale = 100 ; amount to scale map lighting to make infantry easier to see. - InfantryLightAfternoonScale = 100 ; amount to scale map lighting to make infantry easier to see. - InfantryLightEveningScale = 200 ; amount to scale map lighting to make infantry easier to see. - InfantryLightNightScale = 200 ; amount to scale map lighting to make infantry easier to see. + InfantryLightMorningScale = 100.0 ; amount to scale map lighting to make infantry easier to see. + InfantryLightAfternoonScale = 100.0 ; amount to scale map lighting to make infantry easier to see. + InfantryLightEveningScale = 200.0 ; amount to scale map lighting to make infantry easier to see. + InfantryLightNightScale = 200.0 ; amount to scale map lighting to make infantry easier to see. TerrainLightingMorningAmbient = R:128 G:100 B:77 TerrainLightingMorningDiffuse = R:230 G:180 B:153 @@ -268,7 +268,7 @@ GameData MaxTunnelCapacity = 10 ; How many can be in a player's Tunnel Network. Limit 10 for UI currently StandardMinefieldDensity = 0.004 ; in mines per square foot - StandardMinefieldDistance = 40 ; in feet. should generally be larger than typical tank shot range. + StandardMinefieldDistance = 40.0 ; in feet. should generally be larger than typical tank shot range. HorizontalScrollSpeedFactor = 1.6 ; Factor applied to the maximum RMB scroll speed. Larger allows faster scrolling. VerticalScrollSpeedFactor = 2.0 ; Split to account for aspect ratio-induced speed limits. Room to mouse drag. @@ -366,7 +366,7 @@ GameData SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is purely saturated SelectionFlashHouseColor = NO ; if 'No', selection flashes white - CameraAudibleRadius = 250 ; defines the radius that we can hear when the camera is looking up. + CameraAudibleRadius = 250.0 ; defines the radius that we can hear when the camera is looking up. GroupMoveClickToGatherAreaFactor = 0.5 ; if you take all the selected units and calculate the smallest possible rectangle ; that contains them all, and click within that, all the selected units will break ; formation and gather at the point the user clicked (if the value is 1.0). If it's diff --git a/Generals/Data/INI/InGameUI.ini b/Generals/Data/INI/InGameUI.ini index 51adf4f..91c7560 100644 --- a/Generals/Data/INI/InGameUI.ini +++ b/Generals/Data/INI/InGameUI.ini @@ -29,7 +29,7 @@ InGameUI MilitaryCaptionDelayMS = 750 SuperweaponCountdownPosition = X:0.96 Y:0.01 - SuperweaponCountdownFlashDuration = 500 ; in milliseconds, 0 to disable + SuperweaponCountdownFlashDuration = 500.0 ; in milliseconds, 0 to disable SuperweaponCountdownFlashColor = R:255 G:255 B:255 SuperweaponCountdownNormalFont = Arial @@ -42,7 +42,7 @@ InGameUI NamedTimerCountdownPosition = X:0.99 Y:0.22 - NamedTimerCountdownFlashDuration = 500 ; in milliseconds, 0 to disable + NamedTimerCountdownFlashDuration = 500.0 ; in milliseconds, 0 to disable NamedTimerCountdownFlashColor = R:255 G:255 B:255 NamedTimerCountdownNormalFont = Arial @@ -56,8 +56,8 @@ InGameUI NamedTimerCountdownReadyColor = R:255 G:255 B:255 FloatingTextTimeOut = 333 - FloatingTextMoveUpSpeed = 30 - FloatingTextVanishRate = 3 + FloatingTextMoveUpSpeed = 30.0 + FloatingTextVanishRate = 3.0 DrawRMBScrollAnchor = NO MoveRMBScrollAnchor = YES diff --git a/Generals/Data/INI/Locomotor.ini b/Generals/Data/INI/Locomotor.ini index 8530d03..5ea9776 100644 --- a/Generals/Data/INI/Locomotor.ini +++ b/Generals/Data/INI/Locomotor.ini @@ -5,14 +5,14 @@ Locomotor BasicHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -22,14 +22,14 @@ End Locomotor MissileDefenderLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -40,14 +40,14 @@ End ; basically the same as BasicHumanLocomotor, but roughly 25% faster Locomotor BasicHumanLocomotorPlus25 Surfaces = GROUND RUBBLE - Speed = 25 ; in dist/sec - SpeedDamaged = 12 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 125 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 12.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 125.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -57,14 +57,14 @@ End Locomotor FastHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 15 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 15.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -74,14 +74,14 @@ End Locomotor ColonelBurtonGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -91,14 +91,14 @@ End Locomotor JarmenKellLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -108,14 +108,14 @@ End Locomotor BlackLotusLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -125,14 +125,14 @@ End Locomotor ColonelBurtonCliffLocomotor Surfaces = CLIFF - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = CLIMBER StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -141,14 +141,14 @@ End Locomotor RedguardLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 15 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 15.0 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -158,14 +158,14 @@ End Locomotor ParadeRedguardLocomotor Surfaces = GROUND - Speed = 10 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal - TurnRate = 350 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 10.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal + TurnRate = 350.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -175,14 +175,14 @@ End ; Cinematic-only Locomotor CINE_ParadeRedguardLocomotor Surfaces = GROUND - Speed = 10 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal - TurnRate = 350 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 10.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal + TurnRate = 350.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -191,14 +191,14 @@ End Locomotor WanderHumanLocomotor Surfaces = GROUND - Speed = 10 ; 20 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 350 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 10.0 ; 20 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 350.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -215,14 +215,14 @@ End Locomotor PanicHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 350 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 350.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -236,14 +236,14 @@ End Locomotor HazMatHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 150 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 150.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -252,14 +252,14 @@ End Locomotor CINE_HazMatHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 10 ; in dist/sec - SpeedDamaged = 5 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 150 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 10.0 ; in dist/sec + SpeedDamaged = 5.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 150.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -278,20 +278,20 @@ End Locomotor POWTruckLocomotor Surfaces = GROUND - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 120 ; in dist/(sec^2) - AccelerationDamaged = 90 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 120.0 ; in dist/(sec^2) + AccelerationDamaged = 90.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 50 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 50.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.2 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -304,24 +304,24 @@ Locomotor POWTruckLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor 18WheelerLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -333,16 +333,16 @@ End Locomotor SCUDMissileLocomotor Surfaces = AIR - Speed = 200 ; in dist/sec - SpeedDamaged = 200 ; in dist/sec - MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 540 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 200.0 ; in dist/sec + SpeedDamaged = 200.0 ; in dist/sec + MinSpeed = 100.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 540.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST - PreferredHeight = 120 + PreferredHeight = 120.0 ; Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height End @@ -350,16 +350,16 @@ End Locomotor SCUDStormMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - SpeedDamaged = 200 ; in dist/sec - MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 540 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + SpeedDamaged = 200.0 ; in dist/sec + MinSpeed = 100.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 540.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST - PreferredHeight = 240 + PreferredHeight = 240.0 ; Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height ThrustRoll = 0.06 @@ -372,18 +372,18 @@ End Locomotor TomahawkLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -396,12 +396,12 @@ End Locomotor NuclearCannonShellLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 225 ; in degrees/sec - MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 225.0 ; in degrees/sec + MaxThrustAngle = 20.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST GroupMovementPriority = MOVES_BACK ; Moves at the back of a group, behind small arms, and rockets. @@ -410,18 +410,18 @@ End Locomotor CrusaderLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -434,18 +434,18 @@ End ; Cinematic-only Locomotor CINE_CrusaderLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -457,18 +457,18 @@ End Locomotor MilitiaTankLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 20 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 20 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -480,18 +480,18 @@ End Locomotor ScorpionLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 20 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 20 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -503,18 +503,18 @@ End Locomotor MarauderLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 20 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 20 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -526,50 +526,50 @@ End Locomotor BombTruckLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 2 ; 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 2.0 ; 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.3 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardAccelerationPitchFactor = 0 ; 0.5 ; How much acceleration will cause the front to lift, or dip for stops. + ForwardAccelerationPitchFactor = 0.0 ; 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor ScudLauncherLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 50 ; in degrees/sec - TurnRateDamaged = 45 ; in degrees/sec - Acceleration = 160 ; in dist/(sec^2) - AccelerationDamaged = 120 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 50.0 ; in degrees/sec + TurnRateDamaged = 45.0 ; in degrees/sec + Acceleration = 160.0 ; in dist/(sec^2) + AccelerationDamaged = 120.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE ; Appearance = TREADS Appearance = FOUR_WHEELS TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -581,7 +581,7 @@ Locomotor ScudLauncherLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 35.0 ; How many degrees the front wheels can turn. GroupMovementPriority = MOVES_BACK ; Moves at the back of a group, behind small arms, and rockets. End @@ -589,18 +589,18 @@ End Locomotor BattleMasterLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -612,18 +612,18 @@ End Locomotor NuclearBattleMasterLocomotor Surfaces = GROUND - Speed = 35 ; 33% faster than normal - SpeedDamaged = 32 ; 33% faster than normal - TurnRate = 180 ; 120 ; 33% faster than normal - TurnRateDamaged = 180 ; 80 ; 33% faster than normal - Acceleration = 1000 ; 240 ; 33% faster than normal - AccelerationDamaged = 1000 ; 240 ; 33% faster than normal - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 35.0 ; 33% faster than normal + SpeedDamaged = 32.0 ; 33% faster than normal + TurnRate = 180.0 ; 120 ; 33% faster than normal + TurnRateDamaged = 180.0 ; 80 ; 33% faster than normal + Acceleration = 1000.0 ; 240 ; 33% faster than normal + AccelerationDamaged = 1000.0 ; 240 ; 33% faster than normal + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -635,18 +635,18 @@ End Locomotor OverlordLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 60 ; 25 ; in degrees/sec - TurnRateDamaged = 60 ; 20 ; in degrees/sec - Acceleration = 15 ; in dist/(sec^2) - AccelerationDamaged = 15 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 60.0 ; 25 ; in degrees/sec + TurnRateDamaged = 60.0 ; 20 ; in degrees/sec + Acceleration = 15.0 ; in dist/(sec^2) + AccelerationDamaged = 15.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 2.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -659,18 +659,18 @@ End ; Cinematic-only Locomotor CINE_OverlordLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 60 ; 25 ; in degrees/sec - TurnRateDamaged = 60 ; 20 ; in degrees/sec - Acceleration = 15 ; in dist/(sec^2) - AccelerationDamaged = 15 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 60.0 ; 25 ; in degrees/sec + TurnRateDamaged = 60.0 ; 20 ; in degrees/sec + Acceleration = 15.0 ; in dist/(sec^2) + AccelerationDamaged = 15.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 2.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -683,18 +683,18 @@ End Locomotor NuclearOverlordLocomotor Surfaces = GROUND - Speed = 30 ; 33% faster than normal - SpeedDamaged = 30 ; 33% faster than normal - TurnRate = 60 ; 32 ; 33% faster than normal - TurnRateDamaged = 60 ; 27 ; 33% faster than normal - Acceleration = 30 ; 33% faster than normal - AccelerationDamaged = 30 ; 33% faster than normal - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; 33% faster than normal + SpeedDamaged = 30.0 ; 33% faster than normal + TurnRate = 60.0 ; 32 ; 33% faster than normal + TurnRateDamaged = 60.0 ; 27 ; 33% faster than normal + Acceleration = 30.0 ; 33% faster than normal + AccelerationDamaged = 30.0 ; 33% faster than normal + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 2.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -706,18 +706,18 @@ End Locomotor DragonLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -730,18 +730,18 @@ End Locomotor BlimpLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.7 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -753,19 +753,19 @@ End Locomotor TroopCrawlerLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 120 ; 90 ; in degrees/sec - TurnRateDamaged = 120 ; 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 25 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 120.0 ; 90 ; in degrees/sec + TurnRateDamaged = 120.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 25.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -777,25 +777,25 @@ Locomotor TroopCrawlerLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 30 + FrontWheelTurnAngle = 30.0 ; How many degrees the front wheels can turn. End Locomotor InfernoLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 120 ; 90 ; in degrees/sec - TurnRateDamaged = 90 ; 60 ; in degrees/sec - Acceleration = 1000 ; 160 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 120.0 ; 90 ; in degrees/sec + TurnRateDamaged = 90.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 160 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -808,18 +808,18 @@ End ; Cinematic-only Locomotor CINE_InfernoLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 120 ; 90 ; in degrees/sec - TurnRateDamaged = 90 ; 60 ; in degrees/sec - Acceleration = 1000 ; 160 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 120.0 ; 90 ; in degrees/sec + TurnRateDamaged = 90.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 160 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -831,18 +831,18 @@ End Locomotor GattlingTankLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; 40 in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; 40 in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -854,18 +854,18 @@ End Locomotor BasicTankLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -877,20 +877,20 @@ End Locomotor BasicTruckLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.2 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -903,51 +903,51 @@ End ; Cinematic-only Locomotor CINE_NukeTruckLocomotor Surfaces = GROUND - Speed = 35 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 55 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 35.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 55.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. - PitchDamping = 1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchDamping = 1.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.2 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor SupplyTruckLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 240 ; in dist/(sec^2) - AccelerationDamaged = 180 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 240.0 ; in dist/(sec^2) + AccelerationDamaged = 180.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -956,29 +956,29 @@ Locomotor SupplyTruckLocomotor LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor BasicCarLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -990,20 +990,20 @@ End Locomotor BasicForkLiftLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 10 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 5 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 10.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 5.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1015,17 +1015,17 @@ End Locomotor BasicAmphibiousLocomotor Surfaces = GROUND WATER - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 20 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 20.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 4.0 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1044,17 +1044,17 @@ End Locomotor SpyDroneLocomtor Surfaces = GROUND WATER - Speed = 0 ; in dist/sec - SpeedDamaged = 0 ; in dist/sec - TurnRate = 0 ; in degrees/sec - TurnRateDamaged = 0 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 20 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 90 + Speed = 0.0 ; in dist/sec + SpeedDamaged = 0.0 ; in dist/sec + TurnRate = 0.0 ; in degrees/sec + TurnRateDamaged = 0.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 20.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 90.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1073,17 +1073,17 @@ End Locomotor BasicBoatLocomotor Surfaces = WATER - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 30 ; in degrees/sec - TurnRateDamaged = 30 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 20 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 30.0 ; in degrees/sec + TurnRateDamaged = 30.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 20.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 4.0 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1101,14 +1101,14 @@ End Locomotor RailroadGuideLocomotor Surfaces = GROUND - Speed = 133 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 9 ; in dist/(sec^2) - AccelerationDamaged = 2 ; in dist/(sec^2) - Braking = 5 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 133.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 9.0 ; in dist/(sec^2) + AccelerationDamaged = 2.0 ; in dist/(sec^2) + Braking = 5.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = 0.0 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS @@ -1118,20 +1118,20 @@ End Locomotor WanderCarLocomotor Surfaces = GROUND - Speed = 45 ; in dist/sec - SpeedDamaged = 45 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 45.0 ; in dist/sec + SpeedDamaged = 45.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1143,20 +1143,20 @@ End Locomotor PanicCarLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1168,20 +1168,20 @@ End Locomotor BasicCarSuspensionLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1192,26 +1192,26 @@ Locomotor BasicCarSuspensionLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor WanderCarSuspensionLocomotor Surfaces = GROUND - Speed = 45 ; in dist/sec - SpeedDamaged = 45 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 45.0 ; in dist/sec + SpeedDamaged = 45.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1222,26 +1222,26 @@ Locomotor WanderCarSuspensionLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor PanicCarSuspensionLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1252,26 +1252,26 @@ Locomotor PanicCarSuspensionLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor RocketBuggyLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 80 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 80.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 200 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 200.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1283,27 +1283,27 @@ Locomotor RocketBuggyLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End ; Cinematic-only Locomotor CINE_RocketBuggyLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 80 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 80.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 200 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 200.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1315,27 +1315,27 @@ Locomotor CINE_RocketBuggyLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor HumveeLocomotor Surfaces = GROUND - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; 120 ; in degrees/sec - TurnRateDamaged = 180 ; 120 ; in degrees/sec - Acceleration = 1000 ; 60 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 60 ; in dist/(sec^2) - Braking = 1000 ; 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; 120 ; in degrees/sec + TurnRateDamaged = 180.0 ; 120 ; in degrees/sec + Acceleration = 1000.0 ; 60 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 60 ; in dist/(sec^2) + Braking = 1000.0 ; 60 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1348,7 +1348,7 @@ Locomotor HumveeLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -1356,21 +1356,21 @@ End ; Cinematic-only Locomotor CINE_USAHumveeLocomotor Surfaces = GROUND - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; 120 ; in degrees/sec - TurnRateDamaged = 180 ; 120 ; in degrees/sec - Acceleration = 1000 ; 60 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 60 ; in dist/(sec^2) - Braking = 1000 ; 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; 120 ; in degrees/sec + TurnRateDamaged = 180.0 ; 120 ; in degrees/sec + Acceleration = 1000.0 ; 60 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 60 ; in dist/(sec^2) + Braking = 1000.0 ; 60 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1383,7 +1383,7 @@ Locomotor CINE_USAHumveeLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -1391,20 +1391,20 @@ End ; Required For GLA02 INTRO Locomotor CINE_ConvoyTruckLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1413,29 +1413,29 @@ Locomotor CINE_ConvoyTruckLocomotor LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor RadarVanLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 50 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 50.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 50 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 50.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.2 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1446,26 +1446,26 @@ Locomotor RadarVanLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -1.5 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor ToxinTruckLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; 50 ; in dist/(sec^2) - AccelerationDamaged = 100 ; 50 ; in dist/(sec^2) - Braking = 100 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; 50 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; 50 ; in dist/(sec^2) + Braking = 100.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 10 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 10.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.02 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1476,27 +1476,27 @@ Locomotor ToxinTruckLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor QuadCannonLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS ; TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.85 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1507,28 +1507,28 @@ Locomotor QuadCannonLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor TechnicalLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 80 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; 90 ; in dist/(sec^2) - AccelerationDamaged = 100 ; 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 80.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; 90 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; 80 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS ; TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 100 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + BounceAmount = 100.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1540,7 +1540,7 @@ Locomotor TechnicalLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success ; CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success @@ -1549,17 +1549,17 @@ End Locomotor ComancheLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 240 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 120.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 240.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1578,17 +1578,17 @@ End Locomotor CINE_USA08_ComancheLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 240 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 75 + Speed = 120.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 240.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 75.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1608,14 +1608,14 @@ End Locomotor BasicHelicopterTaxiLocomotor ; contrary to reality, helis need to be able to taxi (out of a hangar, at least) Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End @@ -1623,23 +1623,23 @@ End Locomotor A10ThunderboltLocomotor Surfaces = AIR - Speed = 120 ; 55 ; in dist/sec - SpeedDamaged = 120 ; 40 ; in dist/sec - MinSpeed = 45 ; in dist/sec - TurnRate = 200 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) - Acceleration = 80 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 70 ; in dist/sec - PreferredHeight = 150 + Speed = 120.0 ; 55 ; in dist/sec + SpeedDamaged = 120.0 ; 40 ; in dist/sec + MinSpeed = 45.0 ; in dist/sec + TurnRate = 200.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) + Acceleration = 80.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 70.0 ; in dist/sec + PreferredHeight = 150.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -1647,7 +1647,7 @@ Locomotor A10ThunderboltLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -1657,17 +1657,17 @@ End Locomotor ChinookLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 150.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1676,7 +1676,7 @@ Locomotor ChinookLocomotor ; us to "slide into place" (rather than turning) when we get close to our destination. ; the magnitude is basically the number of msec it would take us to reach the dest ; at our max speed; if we're under this threshold, we just slide into place... - SlideIntoPlaceTime = 100 + SlideIntoPlaceTime = 100.0 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. @@ -1692,17 +1692,17 @@ End Locomotor ArrowLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 80 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 25 + Speed = 60.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 80.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 25.0 PreferredHeightDamping = 1.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT @@ -1721,18 +1721,18 @@ End Locomotor B52Locomotor Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 75 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 100 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 75.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -1741,7 +1741,7 @@ Locomotor B52Locomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -1751,18 +1751,18 @@ End Locomotor CINE_USA08_B52Locomotor Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 75 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 75 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 75.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 75.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -1771,7 +1771,7 @@ Locomotor CINE_USA08_B52Locomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -1781,22 +1781,22 @@ End Locomotor MIGLocomotor Surfaces = AIR - Speed = 160 - SpeedDamaged = 160 + Speed = 160.0 + SpeedDamaged = 160.0 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 - TurnRate = 120 - TurnRateDamaged = 90 - Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) - AccelerationDamaged = 30 - Lift = 120 - LiftDamaged = 80 - Braking = 10 - MinTurnSpeed = 150 - PreferredHeight = 100 + MinSpeed = 60.0 + TurnRate = 120.0 + TurnRateDamaged = 90.0 + Acceleration = 110.0 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) + AccelerationDamaged = 30.0 + Lift = 120.0 + LiftDamaged = 80.0 + Braking = 10.0 + MinTurnSpeed = 150.0 + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 + CirclingRadius = 100.0 Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -1804,7 +1804,7 @@ Locomotor MIGLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -1814,18 +1814,18 @@ End Locomotor ParachuteLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 100 ; in dist/(sec^2) - LiftDamaged = 10 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 15 ; max speed we want to try to fall + Speed = 60.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 100.0 ; in dist/(sec^2) + LiftDamaged = 10.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 15.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1834,27 +1834,27 @@ Locomotor ParachuteLocomotor PitchDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = YES - Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) + Extra2DFriction = 30.0 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) AirborneTargetingHeight = 30 - CloseEnoughDist = 50 + CloseEnoughDist = 50.0 CloseEnoughDist3D = YES ; This allows the parachute to fly over the target and come back End Locomotor CrateParachuteLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 100 ; in dist/(sec^2) - LiftDamaged = 10 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 15 ; max speed we want to try to fall + Speed = 60.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 100.0 ; in dist/(sec^2) + LiftDamaged = 10.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 15.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1863,9 +1863,9 @@ Locomotor CrateParachuteLocomotor PitchDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = YES - Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) + Extra2DFriction = 30.0 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) AirborneTargetingHeight = 30 - CloseEnoughDist = 50 + CloseEnoughDist = 50.0 CloseEnoughDist3D = YES End @@ -1878,12 +1878,12 @@ End ; than you might think. (srj) Locomotor AuroraBombLocomotor Surfaces = AIR - Speed = 480 ; in dist/sec - MinSpeed = 240 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 960 ; in dist/(sec^2) - Braking = 960 ; in dist/(sec^2) - TurnRate = 960 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) + Speed = 480.0 ; in dist/sec + MinSpeed = 240.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 960.0 ; in dist/(sec^2) + Braking = 960.0 ; in dist/(sec^2) + TurnRate = 960.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -1891,25 +1891,25 @@ End Locomotor FreeFallLocomotor Surfaces = AIR - Speed = 0 ; in dist/sec - SpeedDamaged = 0 ; in dist/sec - TurnRate = 0 ; in degrees/sec - TurnRateDamaged = 0 ; in degrees/sec - Acceleration = 0 ; in dist/(sec^2) - AccelerationDamaged = 0 ; in dist/(sec^2) - Lift = 0 ; in dist/(sec^2) - LiftDamaged = 0 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 999999 ; max speed we want to try to fall + Speed = 0.0 ; in dist/sec + SpeedDamaged = 0.0 ; in dist/sec + TurnRate = 0.0 ; in degrees/sec + TurnRateDamaged = 0.0 ; in degrees/sec + Acceleration = 0.0 ; in dist/(sec^2) + AccelerationDamaged = 0.0 ; in dist/(sec^2) + Lift = 0.0 ; in dist/(sec^2) + LiftDamaged = 0.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 999999.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER - PitchStiffness = 0 ; stiffness of the "springs" in the suspension - forward & back. - RollStiffness = 0 ; stiffness of the "springs" in the suspension - side to side. - PitchDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - RollDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchStiffness = 0.0 ; stiffness of the "springs" in the suspension - forward & back. + RollStiffness = 0.0 ; stiffness of the "springs" in the suspension - side to side. + PitchDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + RollDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = NO AirborneTargetingHeight = 30 End @@ -1917,25 +1917,25 @@ End Locomotor CrateFreeFallLocomotor Surfaces = AIR - Speed = 0 ; in dist/sec - SpeedDamaged = 0 ; in dist/sec - TurnRate = 0 ; in degrees/sec - TurnRateDamaged = 0 ; in degrees/sec - Acceleration = 0 ; in dist/(sec^2) - AccelerationDamaged = 0 ; in dist/(sec^2) - Lift = 0 ; in dist/(sec^2) - LiftDamaged = 0 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 999999 ; max speed we want to try to fall + Speed = 0.0 ; in dist/sec + SpeedDamaged = 0.0 ; in dist/sec + TurnRate = 0.0 ; in degrees/sec + TurnRateDamaged = 0.0 ; in degrees/sec + Acceleration = 0.0 ; in dist/(sec^2) + AccelerationDamaged = 0.0 ; in dist/(sec^2) + Lift = 0.0 ; in dist/(sec^2) + LiftDamaged = 0.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 999999.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER - PitchStiffness = 0 ; stiffness of the "springs" in the suspension - forward & back. - RollStiffness = 0 ; stiffness of the "springs" in the suspension - side to side. - PitchDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - RollDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchStiffness = 0.0 ; stiffness of the "springs" in the suspension - forward & back. + RollStiffness = 0.0 ; stiffness of the "springs" in the suspension - side to side. + PitchDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + RollDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = NO AirborneTargetingHeight = 30 End @@ -1943,14 +1943,14 @@ End Locomotor AngryMobNexusLocomotor Surfaces = GROUND RUBBLE - Speed = 18 ; in dist/sec - SpeedDamaged = 18 ; 10 ; 30 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 18.0 ; in dist/sec + SpeedDamaged = 18.0 ; 10 ; 30 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -1959,14 +1959,14 @@ End Locomotor AngryMobNormalLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -1975,14 +1975,14 @@ End Locomotor AngryMobWanderLocomotor Surfaces = GROUND RUBBLE - Speed = 13 ; IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO THAT THE MOBSTER CAN LET THE OTHERS CATCH UP - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 13.0 ; IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO THAT THE MOBSTER CAN LET THE OTHERS CATCH UP + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -1991,14 +1991,14 @@ End Locomotor AngryMobPanicLocomotor Surfaces = GROUND RUBBLE - Speed = 32 ; IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO THAT THE MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 32.0 ; IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO THAT THE MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2009,18 +2009,18 @@ End Locomotor DroneLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - MinSpeed = 0 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 50 + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + MinSpeed = 0.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 50.0 AllowAirborneMotiveForce = YES ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER @@ -2037,18 +2037,18 @@ End Locomotor BattleDroneLocomotor Surfaces = AIR - Speed = 40 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - MinSpeed = 0 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 15 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec - PreferredHeight = 50 + Speed = 40.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + MinSpeed = 0.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 15.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec + PreferredHeight = 50.0 AllowAirborneMotiveForce = YES ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER @@ -2070,18 +2070,18 @@ End Locomotor BattleDronePanicLocomotor Surfaces = AIR - Speed = 140 ; in dist/sec - SpeedDamaged = 140 ; in dist/sec - MinSpeed = 0 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 400 ; in degrees/sec - Acceleration = 600 ; in dist/(sec^2) - AccelerationDamaged = 400 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 4000 ; in dist/(sec^2) - MinTurnSpeed = 360 ; in dist/sec - PreferredHeight = 50 + Speed = 140.0 ; in dist/sec + SpeedDamaged = 140.0 ; in dist/sec + MinSpeed = 0.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 400.0 ; in degrees/sec + Acceleration = 600.0 ; in dist/(sec^2) + AccelerationDamaged = 400.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 4000.0 ; in dist/(sec^2) + MinTurnSpeed = 360.0 ; in dist/sec + PreferredHeight = 50.0 AllowAirborneMotiveForce = YES ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER @@ -2099,18 +2099,18 @@ End Locomotor BirdLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - MinSpeed = 35 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 100 + Speed = 60.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + MinSpeed = 35.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2119,19 +2119,19 @@ Locomotor BirdLocomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End Locomotor WaterWaveLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - TurnRate = 20 ; in degrees/sec - Acceleration = 500 ; in dist/(sec^2) - Lift = 200 ; in dist/(sec^2) - Braking = 500 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 120.0 ; in dist/sec + TurnRate = 20.0 ; in degrees/sec + Acceleration = 500.0 ; in dist/(sec^2) + Lift = 200.0 ; in dist/(sec^2) + Braking = 500.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec PreferredHeight = 10.4 ZAxisBehavior = ABSOLUTE_HEIGHT AllowAirborneMotiveForce = YES @@ -2141,23 +2141,23 @@ End Locomotor AuroraJetLocomotor Surfaces = AIR - Speed = 180 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - ; MinSpeed = 120 ; in dist/sec + Speed = 180.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + ; MinSpeed = 120.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 180 ; in dist/(sec^2) - AccelerationDamaged = 120 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 120 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 180.0 ; in dist/(sec^2) + AccelerationDamaged = 120.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 120.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2165,7 +2165,7 @@ Locomotor AuroraJetLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2175,22 +2175,22 @@ End Locomotor AuroraJetSluggishLocomotor Surfaces = AIR - Speed = 120 ; 90 ; in dist/sec - SpeedDamaged = 120 ; 60 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - ; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly - Braking = 90 ; not much braking, so we go supersonic->sluggish slowly - MinTurnSpeed = 60 ; in dist/sec - PreferredHeight = 100 + Speed = 120.0 ; 90 ; in dist/sec + SpeedDamaged = 120.0 ; 60 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + ; Braking = 360.0 ; LOTS of braking, so we can slow from supersonic->sluggish quickly + Braking = 90.0 ; not much braking, so we go supersonic->sluggish slowly + MinTurnSpeed = 60.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2198,7 +2198,7 @@ Locomotor AuroraJetSluggishLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2208,23 +2208,23 @@ End Locomotor AuroraJetSupersonicLocomotor Surfaces = AIR - Speed = 480 ; in dist/sec - SpeedDamaged = 240 ; in dist/sec - ; MinSpeed = 240 ; in dist/sec + Speed = 480.0 ; in dist/sec + SpeedDamaged = 240.0 ; in dist/sec + ; MinSpeed = 240.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 480 ; in dist/(sec^2) - AccelerationDamaged = 240 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 180 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 480.0 ; in dist/(sec^2) + AccelerationDamaged = 240.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 180.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2232,7 +2232,7 @@ Locomotor AuroraJetSupersonicLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2242,24 +2242,24 @@ End Locomotor StealthJetLocomotor Surfaces = AIR - Speed = 175 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - ; MinSpeed = 120 ; in dist/sec + Speed = 175.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + ; MinSpeed = 120.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 150 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 150.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2267,7 +2267,7 @@ Locomotor StealthJetLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2277,24 +2277,24 @@ End Locomotor RaptorJetLocomotor Surfaces = AIR - Speed = 175 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - ; MinSpeed = 80 ; in dist/sec + Speed = 175.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + ; MinSpeed = 80.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 120 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 150 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 120.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 150.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2302,7 +2302,7 @@ Locomotor RaptorJetLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2312,14 +2312,14 @@ End Locomotor BasicJetTaxiLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 100 ; in dist/(sec^2) - Braking = 999999 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; in dist/(sec^2) + Braking = 999999.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End @@ -2327,14 +2327,14 @@ End Locomotor CINE_BasicJetTaxiLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 999999 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 999999.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End @@ -2342,12 +2342,12 @@ End Locomotor RocketBuggyMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2357,48 +2357,48 @@ End Locomotor TunnelDefenderMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 25.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End Locomotor TechnicalRPGMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 25.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End Locomotor MissileDefenderMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End Locomotor TankHunterMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2407,15 +2407,15 @@ End Locomotor TomahawkMissileLocomotor Surfaces = AIR - Speed = 200 ; in dist/sec - MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 540 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 200.0 ; in dist/sec + MinSpeed = 100.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 540.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST - PreferredHeight = 120 + PreferredHeight = 120.0 AirborneTargetingHeight = 30 ; Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height @@ -2424,12 +2424,12 @@ End Locomotor StingerMissileLocomotor Surfaces = AIR - Speed = 400 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 625 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) + Speed = 400.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 625.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST CloseEnoughDist3D = NO ; This allows the missile to fly over the target and come back @@ -2438,12 +2438,12 @@ End Locomotor ComancheAntiTankMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 180 ; in degrees/sec - MaxThrustAngle = 50 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 180.0 ; in degrees/sec + MaxThrustAngle = 50.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2451,12 +2451,12 @@ End Locomotor ComancheRocketPodLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 180 ; in degrees/sec - MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 180.0 ; in degrees/sec + MaxThrustAngle = 25.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2464,12 +2464,12 @@ End Locomotor ScorpionMissileLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 450 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 540 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) + Speed = 150.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 450.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 540.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2477,26 +2477,26 @@ End Locomotor PatriotMissileLocomotor Surfaces = AIR - Speed = 400 ; in dist/sec (silly if not faster than planes) - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 450 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 300 ; in degrees/sec - MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) + Speed = 400.0 ; in dist/sec (silly if not faster than planes) + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 450.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 300.0 ; in degrees/sec + MaxThrustAngle = 30.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST - CloseEnoughDist = 1 + CloseEnoughDist = 1.0 End Locomotor DragonTankFlameLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 5 ; in degrees/sec - MaxThrustAngle = 1 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 5.0 ; in degrees/sec + MaxThrustAngle = 1.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2504,12 +2504,12 @@ End Locomotor ToxinTruckStreamLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 225 ; in degrees/sec - MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 225.0 ; in degrees/sec + MaxThrustAngle = 20.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2517,12 +2517,12 @@ End Locomotor FasterToxinTruckStreamLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 355 ; in degrees/sec - MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 355.0 ; in degrees/sec + MaxThrustAngle = 30.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2530,12 +2530,12 @@ End Locomotor ToxinTruckDribbleLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 1 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 900 ; in degrees/sec - MaxThrustAngle = 360 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 1.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 900.0 ; in degrees/sec + MaxThrustAngle = 360.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2543,12 +2543,12 @@ End Locomotor AuroraJetMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 15.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2556,12 +2556,12 @@ End Locomotor A10ThunderboltMissileLocomotor Surfaces = AIR - Speed = 240 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) + Speed = 240.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2569,12 +2569,12 @@ End Locomotor RaptorJetMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 15.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2582,12 +2582,12 @@ End Locomotor StealthJetMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 15.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2595,12 +2595,12 @@ End Locomotor NapalmMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 15.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2608,20 +2608,20 @@ End Locomotor LimoLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2633,14 +2633,14 @@ End Locomotor InchForwardLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; in dist/sec - MinSpeed = 25 - TurnRate = 1 ; in degrees/sec - TurnRateDamaged = 1 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 100 ; in dist/(sec^2) - Braking = 1 ; in dist/(sec^2) - PreferredHeight = 1 + Speed = 25.0 ; in dist/sec + MinSpeed = 25.0 + TurnRate = 1.0 ; in degrees/sec + TurnRateDamaged = 1.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; in dist/(sec^2) + Braking = 1.0 ; in dist/(sec^2) + PreferredHeight = 1.0 ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = HOVER StickToGround = YES @@ -2650,23 +2650,23 @@ End Locomotor ChinaArtilleryBarrageCannonLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - SpeedDamaged = 150 ; in dist/sec - MinSpeed = 150 ; in dist/sec - TurnRate = 200 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) - Acceleration = 80 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 70 ; in dist/sec - PreferredHeight = 500 + Speed = 150.0 ; in dist/sec + SpeedDamaged = 150.0 ; in dist/sec + MinSpeed = 150.0 ; in dist/sec + TurnRate = 200.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + MaxThrustAngle = 90.0 ; in degrees (NOT degrees/sec) + Acceleration = 80.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 70.0 ; in dist/sec + PreferredHeight = 500.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2674,7 +2674,7 @@ Locomotor ChinaArtilleryBarrageCannonLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2684,19 +2684,19 @@ End Locomotor AmericaVehicleDozerLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 25 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 25.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2708,25 +2708,25 @@ Locomotor AmericaVehicleDozerLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 30 + FrontWheelTurnAngle = 30.0 ; How many degrees the front wheels can turn. End Locomotor ChinaVehicleDozerLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2738,18 +2738,18 @@ End Locomotor ChinaNukeCannonLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2761,18 +2761,18 @@ End Locomotor AvalancheLocomotor Surfaces = GROUND RUBBLE CLIFF WATER ; AIR - Speed = 45 ; in dist/sec - TurnRate = 360 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 45.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = TWO_LEGS DownhillOnly = YES - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 50 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 50.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.9 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2787,14 +2787,14 @@ End ; Cinematic-only Locomotor CINE_JarmenKellLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2805,19 +2805,19 @@ End ; Cinematic-only Locomotor CINE_TroopCrawlerLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 120 ; 90 ; in degrees/sec - TurnRateDamaged = 120 ; 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 25 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 120.0 ; 90 ; in degrees/sec + TurnRateDamaged = 120.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 25.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2829,7 +2829,7 @@ Locomotor CINE_TroopCrawlerLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 30 + FrontWheelTurnAngle = 30.0 ; How many degrees the front wheels can turn. End @@ -2837,14 +2837,14 @@ End ; Cinematic-only Locomotor CINE_RedguardLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 15 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 15.0 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2855,18 +2855,18 @@ End ; Cinematic-only Locomotor CINE_BattleMasterLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2879,18 +2879,18 @@ End ; Cinematic-only Locomotor CINE_B52Locomotor Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 75 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 100 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 75.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2899,7 +2899,7 @@ Locomotor CINE_B52Locomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2910,14 +2910,14 @@ End ; Cinematic-only Locomotor CINE_BasicHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2928,14 +2928,14 @@ End ; Cinematic-only Locomotor CINE_MissileDefenderLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2946,20 +2946,20 @@ End ; Cinematic-only Locomotor CINE_TechnicalLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 80 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; 90 ; in dist/(sec^2) - AccelerationDamaged = 100 ; 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 80.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; 90 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; 80 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 100 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + BounceAmount = 100.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2971,7 +2971,7 @@ Locomotor CINE_TechnicalLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success ; CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success @@ -2981,17 +2981,17 @@ End ; Cinematic-only Locomotor CINE_ComancheLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 240 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 120.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 240.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -3011,18 +3011,18 @@ End ; Cinematic-only Locomotor CINE_ScorpionLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 8 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 8.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3035,21 +3035,21 @@ End ; Cinematic-only Locomotor CINE_HumveeLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3062,7 +3062,7 @@ Locomotor CINE_HumveeLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -3070,22 +3070,22 @@ End ; Cinematic-only Locomotor CINE_MIGLocomotor Surfaces = AIR - Speed = 160 - SpeedDamaged = 160 + Speed = 160.0 + SpeedDamaged = 160.0 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 - TurnRate = 120 - TurnRateDamaged = 90 - Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) - AccelerationDamaged = 30 - Lift = 120 - LiftDamaged = 80 - Braking = 10 - MinTurnSpeed = 150 - PreferredHeight = 100 + MinSpeed = 60.0 + TurnRate = 120.0 + TurnRateDamaged = 90.0 + Acceleration = 110.0 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) + AccelerationDamaged = 30.0 + Lift = 120.0 + LiftDamaged = 80.0 + Braking = 10.0 + MinTurnSpeed = 150.0 + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 + CirclingRadius = 100.0 Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -3093,7 +3093,7 @@ Locomotor CINE_MIGLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3104,20 +3104,20 @@ End ; Cinematic-only Locomotor CINE_BasicCarLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 1.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3130,14 +3130,14 @@ End ; Cinematic-only Locomotor CINE_ColonelBurtonGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -3148,14 +3148,14 @@ End ; Cinematic-only Locomotor CINE_ColonelBurtonCliffLocomotor Surfaces = CLIFF - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = CLIMBER StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -3165,20 +3165,20 @@ End ; Cinematic-only Locomotor CINE_QuadCannonLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.85 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3189,7 +3189,7 @@ Locomotor CINE_QuadCannonLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -3197,21 +3197,21 @@ End ; Cinematic-only Locomotor CINE_ScudLauncherLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 50 ; in degrees/sec - TurnRateDamaged = 45 ; in degrees/sec - Acceleration = 160 ; in dist/(sec^2) - AccelerationDamaged = 120 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 50.0 ; in degrees/sec + TurnRateDamaged = 45.0 ; in degrees/sec + Acceleration = 160.0 ; in dist/(sec^2) + AccelerationDamaged = 120.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE ; Appearance = TREADS Appearance = FOUR_WHEELS TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3223,7 +3223,7 @@ Locomotor CINE_ScudLauncherLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 35.0 ; How many degrees the front wheels can turn. GroupMovementPriority = MOVES_BACK ; Moves at the back of a group, behind small arms, and rockets. End @@ -3232,19 +3232,19 @@ End ; Cinematic-only Locomotor CINE_BombTruckLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3257,17 +3257,17 @@ End ; Cinematic-only Locomotor CINE_ChinookLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 150.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -3276,7 +3276,7 @@ Locomotor CINE_ChinookLocomotor ; us to "slide into place" (rather than turning) when we get close to our destination. ; the magnitude is basically the number of msec it would take us to reach the dest ; at our max speed; if we're under this threshold, we just slide into place... - SlideIntoPlaceTime = 100 + SlideIntoPlaceTime = 100.0 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. @@ -3293,18 +3293,18 @@ End ; Cinematic-only Locomotor CINE_DragonLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3318,20 +3318,20 @@ End ; Cinematic-only Locomotor CINE_SupplyTruckLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 240 ; in dist/(sec^2) - AccelerationDamaged = 180 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 240.0 ; in dist/(sec^2) + AccelerationDamaged = 180.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3340,9 +3340,9 @@ Locomotor CINE_SupplyTruckLocomotor LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -3350,14 +3350,14 @@ End ; Cinematic-only Locomotor CINE_BlackLotusLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -3368,24 +3368,24 @@ End ; Cinematic-only Locomotor CINE_StealthJetLocomotor Surfaces = AIR - Speed = 175 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - ; MinSpeed = 120 ; in dist/sec + Speed = 175.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + ; MinSpeed = 120.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 150 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 150.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -3393,7 +3393,7 @@ Locomotor CINE_StealthJetLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3404,14 +3404,14 @@ End ; Cinematic-only Locomotor CINE_FastHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 15 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 15.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -3422,20 +3422,20 @@ End ; Cinematic-only Locomotor CINE_ToxinTruckLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; 50 ; in dist/(sec^2) - AccelerationDamaged = 100 ; 50 ; in dist/(sec^2) - Braking = 100 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; 50 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; 50 ; in dist/(sec^2) + Braking = 100.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 10 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 10.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.02 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3446,5 +3446,5 @@ Locomotor CINE_ToxinTruckLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End diff --git a/Generals/Data/INI/Object/CivilianBuilding.ini b/Generals/Data/INI/Object/CivilianBuilding.ini index 1625be0..008927b 100644 --- a/Generals/Data/INI/Object/CivilianBuilding.ini +++ b/Generals/Data/INI/Object/CivilianBuilding.ini @@ -393,7 +393,7 @@ Object SupplyWarehouse Behavior = SupplyWarehouseCripplingBehavior ModuleTag_04 SelfHealSupression = 3000 ; Time since last damage until I can start to heal SelfHealDelay = 500 ; Once I am okay to heal, how often to do so - SelfHealAmount = 5 ; And how much + SelfHealAmount = 5.0 ; And how much ; The Crippling part is tied to ReallyDamaged, or 30% health. End @@ -407,7 +407,7 @@ Object SupplyWarehouse End Behavior = FlammableUpdate ModuleTag_08 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -652,15 +652,15 @@ Object GLAToxinTank Side = GLA EditorSorting = STRUCTURE TransportSlotCount = 1 - VisionRange = 300 + VisionRange = 300.0 ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS STRUCTURE IMMOBILE Body = ActiveBody ModuleTag_02 - MaxHealth = 1000 - InitialHealth = 1000 + MaxHealth = 1000.0 + InitialHealth = 1000.0 End ArmorSet @@ -684,7 +684,7 @@ Object GLAToxinTank End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -697,7 +697,7 @@ Object GLAToxinTank GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -839,7 +839,7 @@ Object CivilianAirport End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1013,7 +1013,7 @@ Object CivilianHangar End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1187,7 +1187,7 @@ Object GermanTownHouse1 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1370,7 +1370,7 @@ Object GermanTownHall End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1543,7 +1543,7 @@ Object EuropeanMuseum End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1718,7 +1718,7 @@ Object GermanCotage01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1891,7 +1891,7 @@ Object GermanPub01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2065,7 +2065,7 @@ Object GermanPub02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2244,7 +2244,7 @@ Object GermanWindMill01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2417,7 +2417,7 @@ Object BarnShed End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2591,7 +2591,7 @@ Object Chalet End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2764,7 +2764,7 @@ Object StanApartment01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2937,7 +2937,7 @@ Object StanApartment02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3113,7 +3113,7 @@ Object StanConvenienceStore01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3288,7 +3288,7 @@ Object StanConvenienceStore02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3462,7 +3462,7 @@ Object StanGasStation End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3639,7 +3639,7 @@ Object StanGasStation02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3813,7 +3813,7 @@ Object StanHotel01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3987,7 +3987,7 @@ Object StanHotel02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4161,7 +4161,7 @@ Object StanRestaurant01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4337,7 +4337,7 @@ Object StanRestaurant02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4512,7 +4512,7 @@ Object StanSchoolhouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4686,7 +4686,7 @@ Object StanSmallRetail01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4860,7 +4860,7 @@ Object StanSmallRetail02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4953,7 +4953,7 @@ Object StanSmallRetail03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5128,7 +5128,7 @@ Object StanSovietOffice01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5304,7 +5304,7 @@ Object StanSovietOffice02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5484,7 +5484,7 @@ Object CINE_StanSovietOffice02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5656,7 +5656,7 @@ Object GermanTownHouse2 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5906,7 +5906,7 @@ Object SecretLab End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6166,7 +6166,7 @@ Object AsianMegaMall01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6341,7 +6341,7 @@ Object AsianElectricRetail End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6529,7 +6529,7 @@ Object AsianNightClub End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6774,7 +6774,7 @@ Object AsianTVStation End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6968,7 +6968,7 @@ Object EnglishTVStatio End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7152,7 +7152,7 @@ Object AsianArcade End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7345,7 +7345,7 @@ Object AsianDealership End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7538,7 +7538,7 @@ Object AsianBank End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7732,7 +7732,7 @@ Object AsianRetailStore01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7909,7 +7909,7 @@ Object AsianRetailStore02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8088,7 +8088,7 @@ Object AsianHotel01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8285,7 +8285,7 @@ Object CivilianBunker01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8366,7 +8366,7 @@ Object NuclearBunker End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8453,7 +8453,7 @@ Object NukeBunker01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8620,7 +8620,7 @@ Object AsianOffice01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8792,7 +8792,7 @@ Object CivilianTEROilDepot End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8963,7 +8963,7 @@ Object CivilianTEROutPost End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9172,7 +9172,7 @@ Object MogadishuHighrise01 End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9347,7 +9347,7 @@ Object QuonsetHut01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9519,7 +9519,7 @@ Object StanHanger01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9692,7 +9692,7 @@ Object StanHanger02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9764,7 +9764,7 @@ Object StanOilTank01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9835,7 +9835,7 @@ Object StanOilTank02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10005,7 +10005,7 @@ Object VehicleHanger01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10215,7 +10215,7 @@ Object StanWatchTowerTall ; DamageFXTypes = ALL -WATER ; RubbleFXList1 = bone:Fire02 OnlyOnce:YES 3000 3000 FXList:FX_DefaultStructureSecondary ; DamageParticleTypes = ALL -WATER - ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000 3000 PSys:StructureToppleSmokeTrail + ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000.0 3000.0 PSys:StructureToppleSmokeTrail ; End ; Behavior = BoneFXDamage ModuleTag_06 @@ -10230,7 +10230,7 @@ Object StanWatchTowerTall ; End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10385,7 +10385,7 @@ Object Shack End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10559,7 +10559,7 @@ Object BarnCoop End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10735,7 +10735,7 @@ Object RiverHouse01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10913,7 +10913,7 @@ Object RiverHouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11088,7 +11088,7 @@ Object BoatDocks01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11263,7 +11263,7 @@ Object BoatDocks02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11441,7 +11441,7 @@ Object GasStorageFacility End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11619,7 +11619,7 @@ Object SovietGovernmentBuildingSmall End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11797,7 +11797,7 @@ Object IndustrialBuilding02 Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11974,7 +11974,7 @@ Object IndustrialBuilding01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12148,7 +12148,7 @@ Object EuropeanParkingGarage End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12318,7 +12318,7 @@ Object Tent01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12486,7 +12486,7 @@ Object Tent02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12654,7 +12654,7 @@ Object Tent03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12822,7 +12822,7 @@ Object Tent04 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12957,7 +12957,7 @@ Object StanTallTower End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13130,7 +13130,7 @@ Object ConvienceStore End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13303,7 +13303,7 @@ Object GasStation End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13476,7 +13476,7 @@ Object WaterPlant End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13650,7 +13650,7 @@ Object StanTownHall01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13823,7 +13823,7 @@ Object StanTownHall02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13990,7 +13990,7 @@ Object Crypt01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14164,7 +14164,7 @@ Object OilRefinery End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14341,7 +14341,7 @@ Object SovietBuilding End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14531,7 +14531,7 @@ Object SovietRadioBuilding ; End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14693,7 +14693,7 @@ Object GrassHut01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14860,7 +14860,7 @@ Object GrassHut02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15027,7 +15027,7 @@ Object GrassHut03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15194,7 +15194,7 @@ Object GrassHut04 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15364,7 +15364,7 @@ Object WoodTower End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15538,7 +15538,7 @@ Object GuardTower End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15712,7 +15712,7 @@ Object MogadishuGarage End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15888,7 +15888,7 @@ Object MogadishuShop01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16061,7 +16061,7 @@ Object MogadishuShop02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16228,7 +16228,7 @@ Object MogadishuHouse01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16403,7 +16403,7 @@ Object MogadishuGarage02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16491,7 +16491,7 @@ Object MogadishuWell End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16655,7 +16655,7 @@ Object MogadishuHighrise02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16829,7 +16829,7 @@ Object MogadishuHighrise03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17003,7 +17003,7 @@ Object FarmHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17202,7 +17202,7 @@ Object EuroHighrise End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17376,7 +17376,7 @@ Object EuroHighrise2 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17550,7 +17550,7 @@ Object MidEastCathedral02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17725,7 +17725,7 @@ Object MogadishuHouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18023,7 +18023,7 @@ Object TallTower02 End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18207,7 +18207,7 @@ Object CivilianHighrise01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18406,7 +18406,7 @@ Object CivilianHighrise02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18566,9 +18566,9 @@ Object Dam End ; Note, must be after CreateObjectDie Geometry = BOX - GeometryMajorRadius = 150 ; 25.0 - GeometryMinorRadius = 25 ; 16.0 - GeometryHeight = 200 ; 50.0 + GeometryMajorRadius = 150.0 ; 25.0 + GeometryMinorRadius = 25.0 ; 16.0 + GeometryHeight = 200.0 ; 50.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -18766,7 +18766,7 @@ Object WatchTower03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18941,7 +18941,7 @@ Object MogadishuHouse03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19117,7 +19117,7 @@ Object MogadishuHouse04 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19291,7 +19291,7 @@ Object MogadishuHouse05 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19468,7 +19468,7 @@ Object MogadishuHouse06 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19642,7 +19642,7 @@ Object MogadishuHouse07 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19819,7 +19819,7 @@ Object MogadishuHouse08 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19994,7 +19994,7 @@ Object MogadishuHouse09 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20172,7 +20172,7 @@ Object MogadishuHouse10 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20196,7 +20196,7 @@ Object MogadishuHouse10 Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 28.0 - GeometryHeight = 40v.0 + GeometryHeight = 40.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -20346,7 +20346,7 @@ Object MogadishuHouse11 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20521,7 +20521,7 @@ Object MogadishuHouse12 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20636,7 +20636,7 @@ Object MogadishuHouse13 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20759,7 +20759,7 @@ Object MogadishuSmallApartment End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20908,7 +20908,7 @@ Object MogadishuArchedHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21056,7 +21056,7 @@ Object MogadishuDome End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21231,7 +21231,7 @@ Object MogadishuTower04 DamageFXTypes = ALL -WATER RubbleFXList1 = bone:Smoke02 OnlyOnce:YES 3000 3000 FXList:FX_DefaultStructureSecondary DamageParticleTypes = ALL -WATER - RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000 3000 PSys:StructureToppleSmokeTrail + RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000.0 3000.0 PSys:StructureToppleSmokeTrail End Behavior = BoneFXDamage ModuleTag_06 @@ -21246,7 +21246,7 @@ Object MogadishuTower04 End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21418,7 +21418,7 @@ Object MogadishuTower05 DamageFXTypes = ALL -WATER RubbleFXList1 = bone:Smoke02 OnlyOnce:YES 3000 3000 FXList:FX_DefaultStructureSecondary DamageParticleTypes = ALL -WATER - RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000 3000 PSys:StructureToppleSmokeTrail + RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000.0 3000.0 PSys:StructureToppleSmokeTrail End Behavior = BoneFXDamage ModuleTag_06 @@ -21433,7 +21433,7 @@ Object MogadishuTower05 End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21516,7 +21516,7 @@ Object Outhouse01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21587,7 +21587,7 @@ Object Outhouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21703,7 +21703,7 @@ Object MogadishuHouse15 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21833,7 +21833,7 @@ Object MogadishuHouse16 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21961,7 +21961,7 @@ Object MogadishuHouse17 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22136,7 +22136,7 @@ Object Subway01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22238,7 +22238,7 @@ Object AsiaTownHall01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22411,7 +22411,7 @@ Object AsianApartmentComplex End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22584,7 +22584,7 @@ Object AsianApartmentUnit End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22754,7 +22754,7 @@ Object ChemicalFactory ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_06 @@ -22768,7 +22768,7 @@ Object ChemicalFactory End Behavior = FlammableUpdate ModuleTag_08 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22922,7 +22922,7 @@ Object PharmaceuticalFactory ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_06 @@ -22936,7 +22936,7 @@ Object PharmaceuticalFactory End Behavior = FlammableUpdate ModuleTag_08 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23025,7 +23025,7 @@ Object ChemicalBunker ; *** DESIGN Parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ; *** AUDIO Parameters *** SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop @@ -23054,7 +23054,7 @@ Object ChemicalBunker ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_05 @@ -23068,7 +23068,7 @@ Object ChemicalBunker End Behavior = FlammableUpdate ModuleTag_07 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23227,7 +23227,7 @@ Object GasStation03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23401,7 +23401,7 @@ Object AsiaGovernmentBuilding End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23575,7 +23575,7 @@ Object AsianTrainStation End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23751,7 +23751,7 @@ Object AsianTrainStation02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -24118,7 +24118,7 @@ Object TechHospital ; *** DESIGN Parameters *** DisplayName = OBJECT:TechHospital EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -24133,7 +24133,7 @@ Object TechHospital End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -24387,7 +24387,7 @@ Object TechOilDerrick ; *** DESIGN Parameters *** DisplayName = OBJECT:TechOilDerrick EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING @@ -24408,7 +24408,7 @@ Object TechOilDerrick End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -24682,7 +24682,7 @@ Object TechOilRefinery ; *** DESIGN Parameters *** DisplayName = OBJECT:TechOilRefinery EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING @@ -24706,7 +24706,7 @@ Object TechOilRefinery End Behavior = FlammableUpdate ModuleTag_07 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -24889,7 +24889,7 @@ Object AsiaApartment02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25064,7 +25064,7 @@ Object AsianApartment01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25149,7 +25149,7 @@ Object ChineeseSpyPost End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25369,7 +25369,7 @@ Object TsingMaTankColumn ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 8000 ; End @@ -25408,7 +25408,7 @@ Object TsingMaInfantryColumn ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 8000 ; End @@ -25638,7 +25638,7 @@ Object Crane End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25710,7 +25710,7 @@ Object BaikonurHanger End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25805,7 +25805,7 @@ Object BaikonurGroundControlCenter End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25919,7 +25919,7 @@ Object BaikonurRocketPad End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26009,7 +26009,7 @@ Object BaikonurRocketPad_C End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26111,7 +26111,7 @@ Object OceanConventionCenter ; End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26190,7 +26190,7 @@ Object SoccerStadiumBleacherEnd End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26330,7 +26330,7 @@ Object SoccerStadiumEntrance End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26457,7 +26457,7 @@ Object SoccerStadiumSideBleachers End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26516,7 +26516,7 @@ Object SoccerStadiumLight End ; Behavior = FlammableUpdate ModuleTag_05 - ; FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + ; FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... ; FlameDamageExpiration = 2000 ; in a span of this long ; AflameDuration = 5000 ; If I catch fire, I'll burn for this long... ; AflameDamageAmount = 25 ; taking this much damage... @@ -26535,7 +26535,7 @@ Object SoccerStadiumLight End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -26610,7 +26610,7 @@ Object AsianSkyScraper01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26723,7 +26723,7 @@ Object AsianMegaHotel01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26817,7 +26817,7 @@ Object AsianOffice02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26930,7 +26930,7 @@ Object InternationalHotel01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27021,7 +27021,7 @@ Object TiananmenGate End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27113,7 +27113,7 @@ Object ForbiddenCityGates End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27199,7 +27199,7 @@ Object ForbiddenCityWall End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27276,7 +27276,7 @@ Object ForbiddenCityTower End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27458,7 +27458,7 @@ Object ChineeseFireworksFactory End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27637,7 +27637,7 @@ Object WaterfrontWherehouse01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27816,7 +27816,7 @@ Object WaterfrontWherehouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27996,7 +27996,7 @@ Object AirfieldHanger01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28175,7 +28175,7 @@ Object AirfieldHanger02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28246,7 +28246,7 @@ Object GreatWallMiddle End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28305,7 +28305,7 @@ Object GreatWallSmallArch End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28364,7 +28364,7 @@ Object GreatWallLargeArch End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28429,7 +28429,7 @@ Object GreatWallBuilding End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28494,7 +28494,7 @@ Object GreatWallCorner End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29853,7 +29853,7 @@ Object AsianApartmentSingle01 KindOf = STRUCTURE SELECTABLE IMMOBILE Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29956,7 +29956,7 @@ Object StanApartmentSingle01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30190,7 +30190,7 @@ Object TempleOfHeavenFrontHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30288,7 +30288,7 @@ Object TempleOfHeavenSideHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30387,7 +30387,7 @@ Object TempleOfHeavenGateHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30514,7 +30514,7 @@ Object StanTownHall03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30610,7 +30610,7 @@ Object ChinaRetail01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30702,7 +30702,7 @@ Object ChinaRetail02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30797,7 +30797,7 @@ Object ChinaRetail03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30878,7 +30878,7 @@ Object FortressWallMiddle End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30963,7 +30963,7 @@ Object FortressWallSmallArch End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31047,7 +31047,7 @@ Object FortressWallLargeArch End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31150,7 +31150,7 @@ Object FortressWallBuilding End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31237,7 +31237,7 @@ Object FortressWallCorner End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31321,7 +31321,7 @@ Object FortressWall45Degree End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31527,7 +31527,7 @@ Object CINE_EuroHighrise End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31705,7 +31705,7 @@ Object CINE_MogadishuHighrise03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... diff --git a/Generals/Data/INI/Object/CivilianProp.ini b/Generals/Data/INI/Object/CivilianProp.ini index 2fff9fe..9d02165 100644 --- a/Generals/Data/INI/Object/CivilianProp.ini +++ b/Generals/Data/INI/Object/CivilianProp.ini @@ -33,7 +33,7 @@ Object Snowman End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -65,14 +65,14 @@ Object Frosty RadarPriority = UNIT Behavior = AIUpdateInterface ModuleTag_02 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 ControlledWeaponSlots = PRIMARY End End Body = ActiveBody ModuleTag_03 - MaxHealth = 150 - InitialHealth = 150 + MaxHealth = 150.0 + InitialHealth = 150.0 End Geometry = CYLINDER @@ -112,7 +112,7 @@ Object StreetLamp End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -158,7 +158,7 @@ Object StreetLamp03 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -278,7 +278,7 @@ Object StreetLamp02 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -533,7 +533,7 @@ Object ChainLinkFence01 KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 27.35 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -551,7 +551,7 @@ Object ChainLinkFence01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -839,7 +839,7 @@ Object BusStop Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -891,7 +891,7 @@ Object BusStop02 Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -980,7 +980,7 @@ Object Dumpster Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 6.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -1032,7 +1032,7 @@ Object FoodCart Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -1084,7 +1084,7 @@ Object FoodCart02 Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -1217,7 +1217,7 @@ Object StreetSign End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -1263,7 +1263,7 @@ Object StopLight End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -1518,8 +1518,8 @@ Object StatueAngel DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -1535,14 +1535,14 @@ Object StatueAngel InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX - GeometryMajorRadius = 3 - GeometryMinorRadius = 3 + GeometryMajorRadius = 3.0 + GeometryMinorRadius = 3.0 GeometryHeight = 7.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -1571,8 +1571,8 @@ Object StatueLenin DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -1588,7 +1588,7 @@ Object StatueLenin InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -1623,8 +1623,8 @@ Object StatueRoman DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -1640,14 +1640,14 @@ Object StatueRoman InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX - GeometryMajorRadius = 4 - GeometryMinorRadius = 4 + GeometryMajorRadius = 4.0 + GeometryMinorRadius = 4.0 GeometryHeight = 7.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -1845,7 +1845,7 @@ Object TrashDumpster Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 7.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -2054,7 +2054,7 @@ Object CheckPointCrossingGuard End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2362,7 +2362,7 @@ Object RoadBarricade01 Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 16.0 - GeometryHeight = 4 + GeometryHeight = 4.0 GeometryIsSmall = NO End @@ -2403,7 +2403,7 @@ Object RoadBarricade02 Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 20.0 - GeometryHeight = 4 + GeometryHeight = 4.0 GeometryIsSmall = NO End @@ -2446,7 +2446,7 @@ Object RoadBarricade03 Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 24.0 - GeometryHeight = 4 + GeometryHeight = 4.0 GeometryIsSmall = NO End @@ -2498,7 +2498,7 @@ Object AsianFruitStand01 Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -2550,7 +2550,7 @@ Object AsianFruitStand02 Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -2595,7 +2595,7 @@ Object AsianFruitStand03 Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -2630,7 +2630,7 @@ Object AsianStreetLight End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2752,7 +2752,7 @@ Object AsianStreetSign End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2799,7 +2799,7 @@ Object AsianStopLight End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2863,7 +2863,7 @@ Object AsianTrashDumpster Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -3009,7 +3009,7 @@ Object ParkingMeter End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3056,7 +3056,7 @@ Object SignalLights End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3103,7 +3103,7 @@ Object Billboard01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3120,7 +3120,7 @@ Object Billboard01 Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 15.0 - GeometryHeight = 1 + GeometryHeight = 1.0 GeometryIsSmall = YES End @@ -3156,7 +3156,7 @@ Object Billboard02 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3173,7 +3173,7 @@ Object Billboard02 Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 11.0 - GeometryHeight = 1 + GeometryHeight = 1.0 GeometryIsSmall = YES End @@ -3208,7 +3208,7 @@ Object HighwaySign01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3255,7 +3255,7 @@ Object HighwaySign02 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3692,7 +3692,7 @@ Object ParkGazebo Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -3743,7 +3743,7 @@ Object ParkPavilion Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 14.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -3917,7 +3917,7 @@ Object ClothesLine End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5 DestructionDelay = 10 End @@ -3929,7 +3929,7 @@ Object ClothesLine Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 1.0 - GeometryHeight = 1 + GeometryHeight = 1.0 GeometryIsSmall = NO End @@ -4142,7 +4142,7 @@ Object StreetSign01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4190,7 +4190,7 @@ Object StreetSign02 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4237,7 +4237,7 @@ Object StreetSign03 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4283,7 +4283,7 @@ Object StreetSign04 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4329,7 +4329,7 @@ Object StreetLight03 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4375,7 +4375,7 @@ Object StreetLight04 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4412,8 +4412,8 @@ Object StoneWall01 DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -4429,14 +4429,14 @@ Object StoneWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX - GeometryMajorRadius = 10 - GeometryMinorRadius = 2 + GeometryMajorRadius = 10.0 + GeometryMinorRadius = 2.0 GeometryHeight = 7.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -4468,8 +4468,8 @@ ObjectReskin StoneWall01_Column StoneWall01 AliasConditionState = RUBBLE SNOW End - FenceWidth = 3 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 3.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 1.5 GeometryMinorRadius = 1.5 @@ -4503,12 +4503,12 @@ ObjectReskin StoneWall02 StoneWall01 End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4537,12 +4537,12 @@ ObjectReskin StoneWall03 StoneWall01 End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4569,12 +4569,12 @@ ObjectReskin StoneWall04 StoneWall01 Model = PMWallStn2_R ; yes, that's right End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4601,12 +4601,12 @@ ObjectReskin StoneWall05 StoneWall01 Model = PMWalCmnt1_R ; yes, that's right End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4626,12 +4626,12 @@ ObjectReskin StoneWall06 StoneWall01 Model = PMWallBrk2_R ; yes, that's right End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4652,12 +4652,12 @@ ObjectReskin StoneWall06_Corner StoneWall01 End End - FenceWidth = 8 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 8.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 4.0 - GeometryMinorRadius = 4 + GeometryMinorRadius = 4.0 GeometryHeight = 7.0 GeometryIsSmall = NO @@ -4680,12 +4680,12 @@ ObjectReskin StoneWall06_Arch StoneWall01 End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4839,8 +4839,8 @@ Object ConcreteWall01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -4857,7 +4857,7 @@ Object ConcreteWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -4923,8 +4923,8 @@ Object BrickWall01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -4941,7 +4941,7 @@ Object BrickWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -4978,8 +4978,8 @@ ObjectReskin BrickWall02 BrickWall01 End End - FenceWidth = 26 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 13.0 @@ -5013,8 +5013,8 @@ ObjectReskin BrickWall03 BrickWall01 End End - FenceWidth = 26 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 13.0 @@ -5041,8 +5041,8 @@ ObjectReskin BrickWall04 BrickWall01 End End - FenceWidth = 37 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 37.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 19.0 @@ -5069,8 +5069,8 @@ ObjectReskin BrickWall05 BrickWall01 End End - FenceWidth = 37 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 37.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 19.0 @@ -5108,8 +5108,8 @@ Object WoodWall01 DisplayName = OBJECT:WoodWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD - FenceWidth = 29 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 29.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -5126,7 +5126,7 @@ Object WoodWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -5163,8 +5163,8 @@ ObjectReskin WoodWall02 WoodWall01 End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 1.0 @@ -5193,7 +5193,7 @@ Object PicketFence01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 32.75 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -5210,7 +5210,7 @@ Object PicketFence01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -5250,7 +5250,7 @@ ObjectReskin PicketFence02 PicketFence01 End FenceWidth = 29.5 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15.0 @@ -5307,7 +5307,7 @@ Object StanNewsStand Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES @@ -5491,7 +5491,7 @@ Object MarketVender01 Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 9.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES @@ -5589,7 +5589,7 @@ Object MarketVender03 Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 8.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -5610,8 +5610,8 @@ Object StoneArch01 ; this is a monster; mark it DEFENSIVE_WALL so we can't just drive thru it KindOf = IMMOBILE DEFENSIVE_WALL FORCEATTACKABLE - FenceWidth = 44 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 44.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -5629,7 +5629,7 @@ Object StoneArch01 ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; SinkDelay = 5000 ; DestructionDelay = 10000 ; End @@ -5658,8 +5658,8 @@ Object BrokenWallPiece02 ; this is a monster; mark it DEFENSIVE_WALL so we can't just drive thru it KindOf = IMMOBILE DEFENSIVE_WALL FORCEATTACKABLE - FenceWidth = 36 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 36.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -5677,7 +5677,7 @@ Object BrokenWallPiece02 ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; SinkDelay = 5000 ; DestructionDelay = 10000 ; End @@ -5757,7 +5757,7 @@ Object OldWoodenTelephonePoll End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -6046,7 +6046,7 @@ Object OilStorageTank01 ; End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6112,7 +6112,7 @@ Object WaterStorageTank01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6185,7 +6185,7 @@ Object GasStorageTank02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6208,7 +6208,7 @@ Object GasStorageTank02 Shadow = SHADOW_VOLUME Geometry = CYLINDER - GeometryMajorRadius = 40 + GeometryMajorRadius = 40.0 GeometryHeight = 60.0 GeometryIsSmall = NO @@ -6251,7 +6251,7 @@ Object GasStorageTank01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6328,7 +6328,7 @@ Object Pump Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -6532,7 +6532,7 @@ Object JunkDealer Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -6584,7 +6584,7 @@ Object JunkDealerStand Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 6.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -6604,7 +6604,7 @@ Object SandbagWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE CAN_SEE_THROUGH_STRUCTURE FORCEATTACKABLE FenceWidth = 8.4 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6650,7 +6650,7 @@ Object SandbagWallCorner EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE CAN_SEE_THROUGH_STRUCTURE FORCEATTACKABLE FenceWidth = 9.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6706,7 +6706,7 @@ Object SandBagWall01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6723,7 +6723,7 @@ Object SandBagWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -6761,7 +6761,7 @@ Object SandBagWall02 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6778,7 +6778,7 @@ Object SandBagWall02 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -6817,7 +6817,7 @@ Object SandBagWallSmall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 15.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6834,7 +6834,7 @@ Object SandBagWallSmall InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -6867,7 +6867,7 @@ Object SandbagWallEnd EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 9.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6884,13 +6884,13 @@ Object SandbagWallEnd InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX - GeometryMajorRadius = 18.5.0 + GeometryMajorRadius = 18.5 GeometryMinorRadius = 4.0 GeometryHeight = 10.0 GeometryIsSmall = NO @@ -6916,7 +6916,7 @@ Object SandbagPile01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 10.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** ENGINEERING Parameters *** @@ -6927,7 +6927,7 @@ Object SandbagPile01 Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof @@ -6960,7 +6960,7 @@ Object SandbagPile02 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 7.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** ENGINEERING Parameters *** @@ -6971,7 +6971,7 @@ Object SandbagPile02 Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof @@ -7003,7 +7003,7 @@ Object SandbagPile03 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 10.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** ENGINEERING Parameters *** @@ -7014,7 +7014,7 @@ Object SandbagPile03 Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof @@ -7498,7 +7498,7 @@ Object DecorativeBanners End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -7598,7 +7598,7 @@ Object AncientGazebo Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 10.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -7623,8 +7623,8 @@ Object AncientSoldierStatue01 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE CLEARED_BY_BUILD Body = ActiveBody ModuleTag_02 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = ToppleUpdate ModuleTag_03 @@ -7633,7 +7633,7 @@ Object AncientSoldierStatue01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -7692,7 +7692,7 @@ Object AncientSoldierStatue02 Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 3.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -7741,7 +7741,7 @@ Object BurningTrashPile Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 7.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -7858,7 +7858,7 @@ Object BurntTruckHulk Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -8075,7 +8075,7 @@ Object Banners End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -8632,7 +8632,7 @@ Object OutHouse Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -9124,7 +9124,7 @@ Object TempleOfHeavenWallCorners Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 2.0 - GeometryHeight = 11 + GeometryHeight = 11.0 GeometryIsSmall = NO Behavior = DestroyDie ModuleTag_09 diff --git a/Generals/Data/INI/Object/CivilianUnit.ini b/Generals/Data/INI/Object/CivilianUnit.ini index 0527372..15174c1 100644 --- a/Generals/Data/INI/Object/CivilianUnit.ini +++ b/Generals/Data/INI/Object/CivilianUnit.ini @@ -52,8 +52,8 @@ Object MilitiaTank End BuildCost = 500 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory End @@ -81,13 +81,13 @@ Object MilitiaTank KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 140 ; turn rate, in degrees/sec + TurretTurnRate = 140.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -159,7 +159,7 @@ Object MilitiaTank GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -170,19 +170,19 @@ Object MogadishuMaleCivilian01 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUMC01_SKN - IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0 30 + IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0.0 30 IdleAnimation = CIUMC01_SKL.CIUMC01_IDA AnimationMode = ONCE End ConditionState = MOVING - Animation = CIUMC01_SKL.CIUMC01_WKA 50 + Animation = CIUMC01_SKL.CIUMC01_WKA 50.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIUMC01_SKL.CIUMC01_PKA 20 + Animation = CIUMC01_SKL.CIUMC01_PKA 20.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -202,7 +202,7 @@ Object MogadishuMaleCivilian01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -282,8 +282,8 @@ Object MogadishuMaleCivilian01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -295,13 +295,13 @@ Object MogadishuMaleCivilian02 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CISTV01_SKN - IdleAnimation = CISTV01_SKL.CISTV01_STN 0 30 + IdleAnimation = CISTV01_SKL.CISTV01_STN 0.0 30 IdleAnimation = CISTV01_SKL.CISTV01_IDA AnimationMode = ONCE End ConditionState = MOVING - Animation = CISTV01_SKL.CISTV01_WKA 30 + Animation = CISTV01_SKL.CISTV01_WKA 30.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -327,7 +327,7 @@ Object MogadishuMaleCivilian02 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -407,8 +407,8 @@ Object MogadishuMaleCivilian02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -420,14 +420,14 @@ Object MogadishuMaleCivilian03 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cisciv02_SKN - IdleAnimation = cisciv02_SKL.cisciv02_STA 0 30 + IdleAnimation = cisciv02_SKL.cisciv02_STA 0.0 30 IdleAnimation = cisciv02_SKL.cisciv02_IDA IdleAnimation = cisciv02_SKL.cisciv02_IDB AnimationMode = ONCE End ConditionState = MOVING - Animation = cisciv02_SKL.cisciv02_WKA 42 + Animation = cisciv02_SKL.cisciv02_WKA 42.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -473,7 +473,7 @@ Object MogadishuMaleCivilian03 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -529,10 +529,10 @@ Object MogadishuMaleCivilian03 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -565,8 +565,8 @@ Object MogadishuMaleCivilian03 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -578,7 +578,7 @@ Object MogadishuFemaleCivilian02 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUMC3S_SKN - IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0 30 + IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0.0 30 IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDA IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDB AnimationMode = ONCE @@ -586,7 +586,7 @@ Object MogadishuFemaleCivilian02 End ConditionState = MOVING - Animation = CIUMC3S_SKL.CIUMC3S_WKA 22 + Animation = CIUMC3S_SKL.CIUMC3S_WKA 22.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -638,7 +638,7 @@ Object MogadishuFemaleCivilian02 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -719,8 +719,8 @@ Object MogadishuFemaleCivilian02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -733,21 +733,21 @@ Object MogadishuFemaleCivilian01 DefaultConditionState Model = CIUC01_SKN - IdleAnimation = CIUC01_SKL.CIUC01_STA 0 5 + IdleAnimation = CIUC01_SKL.CIUC01_STA 0.0 5 IdleAnimation = CIUC01_SKL.CIUC01_IDA AnimationMode = ONCE End ConditionState = MOVING - Animation = CIUC01_SKL.CIUC01_WKA 30 1 - Animation = CIUC01_SKL.CIUC01_WKB 10 7 + Animation = CIUC01_SKL.CIUC01_WKA 30.0 1 + Animation = CIUC01_SKL.CIUC01_WKB 10.0 7 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIUC01_SKL.CIUC01_PNA 30 - Animation = CIUC01_SKL.CIUC01_PNB 20 + Animation = CIUC01_SKL.CIUC01_PNA 30.0 + Animation = CIUC01_SKL.CIUC01_PNB 20.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -769,7 +769,7 @@ Object MogadishuFemaleCivilian01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -848,8 +848,8 @@ Object MogadishuFemaleCivilian01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -893,7 +893,7 @@ Object CarCamaro Armor = TruckArmor DamageFX = CrushableCarDamageFX End - VisionRange = 80 + VisionRange = 80.0 CrusherLevel = 1 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 1 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles CommandSet = CivilianCarBombCommandSet @@ -928,7 +928,7 @@ Object CarCamaro Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1048,7 +1048,7 @@ Object CarSport01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1155,7 +1155,7 @@ Object CarScrapSuicide Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1261,7 +1261,7 @@ Object CINE_CarScrapSuicide Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1355,7 +1355,7 @@ Object CINE_ConvoyNuke Conditions = NONE Weapon = PRIMARY CINEConvoyNuke End - VisionRange = 150 + VisionRange = 150.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -1472,7 +1472,7 @@ Object CarScrap Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1598,7 +1598,7 @@ Object CarLimo1 ; Behavior = SlowDeathBehavior ModuleTag_12 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -1724,7 +1724,7 @@ Object CarLimo2 ; Behavior = SlowDeathBehavior ModuleTag_12 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -1843,7 +1843,7 @@ Object CarLimo3 Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1923,7 +1923,7 @@ Object CarLimo03DeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -1934,7 +1934,7 @@ Object CarLimo03DeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2024,7 +2024,7 @@ Object CarLuxury01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2144,7 +2144,7 @@ Object CarLuxury02 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2264,7 +2264,7 @@ Object CarLuxury03 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2384,7 +2384,7 @@ Object CarLuxury04 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2505,7 +2505,7 @@ Object CarSedan01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2620,7 +2620,7 @@ Object CarSUV01Suicide Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2739,7 +2739,7 @@ Object CarSUV01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2858,7 +2858,7 @@ Object CarCompact Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2979,7 +2979,7 @@ Object CarTaxiCab01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -3099,7 +3099,7 @@ Object CarTaxiCab02 ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -3210,7 +3210,7 @@ Object CarTaxiCab03 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -3321,7 +3321,7 @@ Object CarTaxiCab04 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -3439,7 +3439,7 @@ Object CarTaxiCab05 ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -3788,7 +3788,7 @@ Object Humvee1 DisplayName = OBJECT:UNHumvee EditorSorting = VEHICLE TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 200 + VisionRange = 200.0 WeaponSet Conditions = NONE @@ -3834,7 +3834,7 @@ Object Humvee1 Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -4032,7 +4032,7 @@ Object Humvee1DeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -4043,7 +4043,7 @@ Object Humvee1DeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -4313,7 +4313,7 @@ Object PoliceCar Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -6008,7 +6008,7 @@ Object AmphibiousTransport Weapon = PRIMARY NONE End - VisionRange = 150 + VisionRange = 150.0 CrusherLevel = 1 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 3 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -6101,7 +6101,7 @@ Object CivilianVehicleFerry Conditions = NONE Weapon = PRIMARY NONE End - VisionRange = 150 + VisionRange = 150.0 CrushableLevel = 3 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -6184,9 +6184,9 @@ Object CivilianVehiclePTBoat DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -6263,7 +6263,7 @@ Object CivilianVehiclePTBoat Weapon = PRIMARY PTBoatGun End - VisionRange = 150 + VisionRange = 150.0 CrusherLevel = 0 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 3 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -6292,10 +6292,10 @@ Object CivilianVehiclePTBoat Behavior = AIUpdateInterface ModuleTag_07 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -6381,8 +6381,8 @@ Object ConvoyTruck01 Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -6503,8 +6503,8 @@ Object ConvoyTruck02 Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -6626,8 +6626,8 @@ Object ConvoyTruckArmedWithNuke Conditions = NONE Weapon = PRIMARY ConvoyTruckSuicideWeapon End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -6756,8 +6756,8 @@ Object ConvoyTruck04 Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -6849,7 +6849,7 @@ Object Partisan01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -6906,8 +6906,8 @@ Object Partisan01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -6935,7 +6935,7 @@ Object Partisan02 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -6992,8 +6992,8 @@ Object Partisan02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -7021,7 +7021,7 @@ Object Partisan03 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -7079,8 +7079,8 @@ Object Partisan03 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -7094,7 +7094,7 @@ Object UNSoldier DefaultConditionState Model = CIUNSL_SKN - IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21 + IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0.0 21 IdleAnimation = CIUNSL_SKL.CIUNSL_ID1 IdleAnimation = CIUNSL_SKL.CIUNSL_ID2 AnimationMode = ONCE @@ -7114,13 +7114,13 @@ Object UNSoldier TransitionState = TRANS_Stand TRANS_FiringA Animation = CIUNSL_SKL.CIUNSL_ATA1_ST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_ATA1_ED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; these aliases handle the attack-move case. @@ -7204,8 +7204,8 @@ Object UNSoldier DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 300 + VisionRange = 100.0 + ShroudClearingRange = 300.0 ExperienceValue = 20 20 40 60 ; Experience point value at each level ExperienceRequired = 0 20 40 60 120 ; Experience points needed to gain each level @@ -7267,10 +7267,10 @@ Object UNSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -7304,8 +7304,8 @@ Object UNSoldier GeometryHeight = 13.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7319,20 +7319,20 @@ Object GenericMale01 DefaultConditionState Model = CIAMan01_SKN - IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0 30 + IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0.0 30 IdleAnimation = CIAMan01_SKL.CIAMan01_IDA IdleAnimation = CIAMan01_SKL.CIAMan01_IDB AnimationMode = ONCE End ConditionState = MOVING - Animation = CIAMan01_SKL.CIAMan01_WKA 30 + Animation = CIAMan01_SKL.CIAMan01_WKA 30.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIAMan01_SKL.CIAMan01_RNA 35 + Animation = CIAMan01_SKL.CIAMan01_RNA 35.0 AnimationMode = LOOP Flags = RANDOMSTART @@ -7373,7 +7373,7 @@ Object GenericMale01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:GenericMale CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -7426,10 +7426,10 @@ Object GenericMale01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -7463,8 +7463,8 @@ Object GenericMale01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -7477,20 +7477,20 @@ Object GenericFemale01 DefaultConditionState Model = CIAFem01_SKN - IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0 30 + IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0.0 30 IdleAnimation = CIAFem01_SKL.CIAFem01_IDA IdleAnimation = CIAFem01_SKL.CIAFem01_IDB AnimationMode = ONCE End ConditionState = MOVING - Animation = CIAFem01_SKL.CIAFem01_WKA 25 + Animation = CIAFem01_SKL.CIAFem01_WKA 25.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIAFem01_SKL.CIAFem01_RNA 20 + Animation = CIAFem01_SKL.CIAFem01_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -7529,7 +7529,7 @@ Object GenericFemale01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:GenericFemale CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -7606,8 +7606,8 @@ Object GenericFemale01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -7621,20 +7621,20 @@ Object AmericanFarmer01 DefaultConditionState Model = CIEFMR1_SKN - IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0 30 + IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0.0 30 IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDA IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDB AnimationMode = ONCE End ConditionState = MOVING - Animation = CIEFMR1_SKL.CIEFMR1_WKA 30 + Animation = CIEFMR1_SKL.CIEFMR1_WKA 30.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIEFMR1_SKL.CIEFMR1_PNA 35 + Animation = CIEFMR1_SKL.CIEFMR1_PNA 35.0 AnimationMode = LOOP Flags = RANDOMSTART @@ -7674,7 +7674,7 @@ Object AmericanFarmer01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -7753,8 +7753,8 @@ Object AmericanFarmer01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -7767,7 +7767,7 @@ Object AsianFarmer01 DefaultConditionState Model = CIUFrm1_SKN - IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0 30 + IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0.0 30 IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDA IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDB AnimationMode = ONCE @@ -7775,7 +7775,7 @@ Object AsianFarmer01 End ConditionState = MOVING - Animation = CIUFrm1_SKL.CIUFrm1_WKA 16 + Animation = CIUFrm1_SKL.CIUFrm1_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -7829,7 +7829,7 @@ Object AsianFarmer01 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -7907,8 +7907,8 @@ Object AsianFarmer01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -7921,7 +7921,7 @@ Object HomelessGuy DefaultConditionState Model = CIHMLSS01_SKN - IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0 35 + IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0.0 35 IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_IDA AnimationMode = ONCE TransitionKey = TRANS_Sleep @@ -7945,7 +7945,7 @@ Object HomelessGuy End ConditionState = MOVING PANICKING - Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35 + Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panick @@ -7985,7 +7985,7 @@ Object HomelessGuy DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8063,8 +8063,8 @@ Object HomelessGuy GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -8077,7 +8077,7 @@ Object AsianFarmer02 DefaultConditionState Model = CIUFrm2_SKN - IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0 5 + IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0.0 5 IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDA IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDB AnimationMode = ONCE @@ -8133,7 +8133,7 @@ Object AsianFarmer02 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8211,8 +8211,8 @@ Object AsianFarmer02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI @@ -8227,7 +8227,7 @@ Object AsianFarmer3 DefaultConditionState Model = CIUFrm3_SKN - IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0 30 + IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0.0 30 IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDA IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDB AnimationMode = ONCE @@ -8281,7 +8281,7 @@ Object AsianFarmer3 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8359,8 +8359,8 @@ Object AsianFarmer3 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -8441,7 +8441,7 @@ Object CarAmbulance ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -8560,7 +8560,7 @@ Object CarAsian1 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -8690,7 +8690,7 @@ Object FarmerChickenTruck ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -8810,7 +8810,7 @@ Object FarmerTruck Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -8931,7 +8931,7 @@ Object CarAsian2 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -9067,7 +9067,7 @@ Object TractorBackhoe ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -9188,7 +9188,7 @@ Object ForkliftLarge ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -9313,7 +9313,7 @@ Object AircraftCropDuster ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -9430,7 +9430,7 @@ Object AircraftCessna Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -9551,7 +9551,7 @@ Object TruckChicken ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -9670,7 +9670,7 @@ Object TractorCombine ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -9789,7 +9789,7 @@ Object CarEuroVan1 ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -9909,7 +9909,7 @@ Object CarEuroVan2 ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -10030,7 +10030,7 @@ Object CarEuroPoliceVan ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -10158,7 +10158,7 @@ Object Firetruck ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -10287,7 +10287,7 @@ Object ForkliftSmall ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -10406,7 +10406,7 @@ Object TruckFarmer Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -10521,7 +10521,7 @@ Object BoatAsianFishing Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -10646,7 +10646,7 @@ Object TourBus Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -10776,7 +10776,7 @@ Object DoubleDeckerTourBus ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -10882,7 +10882,7 @@ Object BoatFishingTrowler Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -11005,7 +11005,7 @@ Object TruckWork Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -11125,7 +11125,7 @@ Object TruckWork2 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -11233,7 +11233,7 @@ Object BoatTugboat Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -11311,8 +11311,8 @@ Object TrainEngine Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -11333,8 +11333,8 @@ Object TrainEngine PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -11344,7 +11344,7 @@ Object TrainEngine ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -11406,7 +11406,7 @@ Object TrainEngine GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -11440,8 +11440,8 @@ Object TrainEngineAlpine Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -11465,8 +11465,8 @@ Object TrainEngineAlpine ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -11476,7 +11476,7 @@ Object TrainEngineAlpine ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -11528,7 +11528,7 @@ Object TrainEngineAlpine GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -11563,8 +11563,8 @@ Object TrainEngine3 Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -11587,8 +11587,8 @@ Object TrainEngine3 ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -11598,7 +11598,7 @@ Object TrainEngine3 ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -11660,7 +11660,7 @@ Object TrainEngine3 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -11685,8 +11685,8 @@ Object TrainRocketTransport DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -11771,8 +11771,8 @@ Object TrainEngineVerySlow Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -11796,8 +11796,8 @@ Object TrainEngineVerySlow ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 2 - KillSpeedMin = 2 + RunningGarrisonSpeedMax = 2.0 + KillSpeedMin = 2.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -11859,7 +11859,7 @@ Object TrainEngineVerySlow GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -11884,8 +11884,8 @@ Object TrainCarFlat DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -11905,8 +11905,8 @@ Object TrainCarFlat PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -11933,11 +11933,11 @@ Object TrainCarFlat Geometry = BOX GeometryIsSmall = NO - GeometryMajorRadius = 32 + GeometryMajorRadius = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -11961,8 +11961,8 @@ Object TrainCarRocket DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -11983,8 +11983,8 @@ Object TrainCarRocket PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12015,7 +12015,7 @@ Object TrainCarRocket GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12118,8 +12118,8 @@ Object TrainCar01 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12148,8 +12148,8 @@ Object TrainCar01 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12180,7 +12180,7 @@ Object TrainCar01 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12204,8 +12204,8 @@ Object TrainCar02 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12234,8 +12234,8 @@ Object TrainCar02 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12266,7 +12266,7 @@ Object TrainCar02 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12290,8 +12290,8 @@ Object TrainCar03 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12321,8 +12321,8 @@ Object TrainCar03 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12359,7 +12359,7 @@ Object TrainCar03 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12385,8 +12385,8 @@ Object TrainCab DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12415,8 +12415,8 @@ Object TrainCab IsLocomotive = NO ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12450,7 +12450,7 @@ Object TrainCab GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12479,8 +12479,8 @@ Object TrainCabUngarrisonable DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12500,8 +12500,8 @@ Object TrainCabUngarrisonable IsLocomotive = NO ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12535,7 +12535,7 @@ Object TrainCabUngarrisonable GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12561,8 +12561,8 @@ Object TrainCoal DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12582,8 +12582,8 @@ Object TrainCoal PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12618,7 +12618,7 @@ Object TrainCoal GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12641,8 +12641,8 @@ Object TrainTank DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12662,8 +12662,8 @@ Object TrainTank PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12691,7 +12691,7 @@ Object TrainTank GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12715,8 +12715,8 @@ Object TrainCar013 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12745,8 +12745,8 @@ Object TrainCar013 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12777,7 +12777,7 @@ Object TrainCar013 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12800,8 +12800,8 @@ Object TrainCar023 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12830,8 +12830,8 @@ Object TrainCar023 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12863,7 +12863,7 @@ Object TrainCar023 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12887,8 +12887,8 @@ Object TrainCar033 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -12917,8 +12917,8 @@ Object TrainCar033 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -12953,7 +12953,7 @@ Object TrainCar033 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -12978,8 +12978,8 @@ Object TrainCab3 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13008,8 +13008,8 @@ Object TrainCab3 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13040,7 +13040,7 @@ Object TrainCab3 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13063,8 +13063,8 @@ Object TrainCoal3 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13084,8 +13084,8 @@ Object TrainCoal3 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13120,7 +13120,7 @@ Object TrainCoal3 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13143,8 +13143,8 @@ Object TrainTank3 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13164,8 +13164,8 @@ Object TrainTank3 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13193,7 +13193,7 @@ Object TrainTank3 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13218,8 +13218,8 @@ Object CabooseFullOfTerrorists DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13249,8 +13249,8 @@ Object CabooseFullOfTerrorists PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13278,7 +13278,7 @@ Object CabooseFullOfTerrorists GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13365,7 +13365,7 @@ Object Rickshaw Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -13720,7 +13720,7 @@ Object CommercialAirliner ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -13761,7 +13761,7 @@ Object CommercialAirliner GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13847,7 +13847,7 @@ Object Tractor Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -13979,7 +13979,7 @@ Object OxPlow Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -14109,7 +14109,7 @@ Object HorseDrawnCart Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -14322,8 +14322,8 @@ Object AvalancheChunk GeometryMajorRadius = 30.0 GeometryHeight = 20.0 Shadow = NONE - ShadowSizeX = 1 - ShadowSizeY = 1 + ShadowSizeX = 1.0 + ShadowSizeY = 1.0 ShadowTexture = NONE End @@ -14382,8 +14382,8 @@ Object AvalancheLeadChunk GeometryMajorRadius = 30.0 GeometryHeight = 20.0 Shadow = NONE - ShadowSizeX = 1 - ShadowSizeY = 1 + ShadowSizeX = 1.0 + ShadowSizeY = 1.0 ShadowTexture = NONE End @@ -14407,7 +14407,7 @@ Object 300MeterShroudClearObject Armor = InvulnerableArmor DamageFX = NONE End - VisionRange = 300 + VisionRange = 300.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR @@ -14456,8 +14456,8 @@ Object CINE_TrainEngine Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14482,8 +14482,8 @@ Object CINE_TrainEngine ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14493,7 +14493,7 @@ Object CINE_TrainEngine ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -14556,7 +14556,7 @@ Object CINE_TrainEngine GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14612,8 +14612,8 @@ Object CINE_TrainCarFlat PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14640,11 +14640,11 @@ Object CINE_TrainCarFlat Geometry = BOX GeometryIsSmall = NO - GeometryMajorRadius = 32 + GeometryMajorRadius = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14700,8 +14700,8 @@ Object CINE_TrainCarRocket PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14732,7 +14732,7 @@ Object CINE_TrainCarRocket GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14744,7 +14744,7 @@ Object GenericMale02 DefaultConditionState Model = CINMCIV01_SKN - IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0 30 + IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0.0 30 IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDA IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDB IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDC @@ -14754,7 +14754,7 @@ Object GenericMale02 End ConditionState = MOVING - Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 + Animation = CINMCIV01_SKL.CINMCIV01_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -14808,7 +14808,7 @@ Object GenericMale02 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14886,8 +14886,8 @@ Object GenericMale02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -14900,7 +14900,7 @@ Object GenericFemale02 DefaultConditionState Model = CINFCIV01_SKN - IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0 30 + IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0.0 30 IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDA IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDB IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDC @@ -14910,7 +14910,7 @@ Object GenericFemale02 End ConditionState = MOVING - Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 + Animation = CINFCIV01_SKL.CINFCIV01_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -14964,7 +14964,7 @@ Object GenericFemale02 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15042,8 +15042,8 @@ Object GenericFemale02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -15058,7 +15058,7 @@ Object CINE_CheeringGenericMale02 DefaultConditionState Model = CINMCIV01_SKN - IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0 30 + IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0.0 30 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB @@ -15068,7 +15068,7 @@ Object CINE_CheeringGenericMale02 End ConditionState = MOVING - Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 + Animation = CINMCIV01_SKL.CINMCIV01_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -15122,7 +15122,7 @@ Object CINE_CheeringGenericMale02 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15199,8 +15199,8 @@ Object CINE_CheeringGenericMale02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -15215,7 +15215,7 @@ Object CINE_CheeringGenericFemale02 DefaultConditionState Model = CINFCIV01_SKN - IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0 30 + IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0.0 30 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB @@ -15225,7 +15225,7 @@ Object CINE_CheeringGenericFemale02 End ConditionState = MOVING - Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 + Animation = CINFCIV01_SKL.CINFCIV01_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -15279,7 +15279,7 @@ Object CINE_CheeringGenericFemale02 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15358,8 +15358,8 @@ Object CINE_CheeringGenericFemale02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -15404,7 +15404,7 @@ Object CINE_Humvee DisplayName = OBJECT:HumVee EditorSorting = VEHICLE TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 200 + VisionRange = 200.0 WeaponSet Conditions = NONE @@ -15447,7 +15447,7 @@ Object CINE_Humvee Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -15584,8 +15584,8 @@ Object CINE_ConvoyTruck Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15643,9 +15643,9 @@ Object CINE_ConvoyTruck Geometry = BOX GeometryIsSmall = NO - GeometryMajorRadius = 1 - GeometryMinorRadius = 1 - GeometryHeight = 1 + GeometryMajorRadius = 1.0 + GeometryMinorRadius = 1.0 + GeometryHeight = 1.0 Shadow = SHADOW_VOLUME End @@ -15734,7 +15734,7 @@ Object CINE_PoliceCar Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -15850,7 +15850,7 @@ Object CINE_CarLimo3 Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -16073,8 +16073,8 @@ Object CINE_ConvoyTruckArmedWithNuke Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -16214,7 +16214,7 @@ Object CINE_CarTaxiCab01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -16326,7 +16326,7 @@ Object CINE_CarTaxiCab02 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -16382,20 +16382,20 @@ Object CINE_CheeringGenericMale01 DefaultConditionState Model = CIAMan01_SKN - IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0 30 + IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0.0 30 IdleAnimation = CIAMan01_SKL.CIAMan01_CHA IdleAnimation = CIAMan01_SKL.CIAMan01_CHA AnimationMode = ONCE End ConditionState = MOVING - Animation = CIAMan01_SKL.CIAMan01_WKA 30 + Animation = CIAMan01_SKL.CIAMan01_WKA 30.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIAMan01_SKL.CIAMan01_RNA 35 + Animation = CIAMan01_SKL.CIAMan01_RNA 35.0 AnimationMode = LOOP Flags = RANDOMSTART @@ -16436,7 +16436,7 @@ Object CINE_CheeringGenericMale01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:GenericMale CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -16489,10 +16489,10 @@ Object CINE_CheeringGenericMale01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -16520,8 +16520,8 @@ Object CINE_CheeringGenericMale01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -16536,20 +16536,20 @@ Object CINE_CheeringGenericFemale01 DefaultConditionState Model = CIAFem01_SKN - IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0 30 + IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0.0 30 IdleAnimation = CIAFem01_SKL.CIAFem01_CHA IdleAnimation = CIAFem01_SKL.CIAFem01_CHA AnimationMode = ONCE End ConditionState = MOVING - Animation = CIAFem01_SKL.CIAFem01_WKA 25 + Animation = CIAFem01_SKL.CIAFem01_WKA 25.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIAFem01_SKL.CIAFem01_RNA 20 + Animation = CIAFem01_SKL.CIAFem01_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -16588,7 +16588,7 @@ Object CINE_CheeringGenericFemale01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:GenericFemale CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -16645,8 +16645,8 @@ Object CINE_CheeringGenericFemale01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -16661,7 +16661,7 @@ Object CINE_CheeringAsianFarmer3 DefaultConditionState Model = CIUFrm3_SKN - IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0 30 + IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0.0 30 IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB AnimationMode = ONCE @@ -16715,7 +16715,7 @@ Object CINE_CheeringAsianFarmer3 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -16793,8 +16793,8 @@ Object CINE_CheeringAsianFarmer3 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End diff --git a/Generals/Data/INI/Object/FactionBuilding.ini b/Generals/Data/INI/Object/FactionBuilding.ini index 14d3c05..4cb4754 100644 --- a/Generals/Data/INI/Object/FactionBuilding.ini +++ b/Generals/Data/INI/Object/FactionBuilding.ini @@ -100,7 +100,7 @@ Object GLAHole End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GLAHole @@ -113,7 +113,7 @@ Object GLAHole BuildTime = 10.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -141,7 +141,7 @@ Object GLAHole End Behavior = RebuildHoleBehavior ModuleTag_04 WorkerObjectName = GLAInfantryWorker - WorkerRespawnDelay = 20000 ; in milliseconds + WorkerRespawnDelay = 20000.0 ; in milliseconds HoleHealthRegen%PerSecond = 0.5% ; regen this % of HoleMaxHealth per second End @@ -485,7 +485,7 @@ Object AmericaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; Radar Extending Draw = W3DModelDraw ModuleTag_03 @@ -1130,7 +1130,7 @@ Object AmericaCommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -1141,7 +1141,7 @@ Object AmericaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = AmericaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -1182,7 +1182,7 @@ Object AmericaCommandCenter ConstructionCompleteDuration = 1500 ; in milliseconds End Behavior = RadarUpdate ModuleTag_12 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X:-18.0 Y:35.0 Z:0.0 @@ -1279,7 +1279,7 @@ Object AmericaCommandCenter GeometryMinorRadius = 70.0 GeometryHeight = 49.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -1485,7 +1485,7 @@ Object GLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -1770,7 +1770,7 @@ Object GLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -1880,7 +1880,7 @@ Object GLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -2243,7 +2243,7 @@ Object ChinaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_03 @@ -2840,7 +2840,7 @@ Object ChinaCommandCenter ; End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -2851,7 +2851,7 @@ Object ChinaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -2893,7 +2893,7 @@ Object ChinaCommandCenter NaturalRallyPoint = X:60.0 Y:40.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DestroyDie ModuleTag_11 @@ -2972,7 +2972,7 @@ Object ChinaCommandCenter End Geometry = BOX - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 @@ -3931,7 +3931,7 @@ Object AmericaPowerPlant - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ColdFusionReactor @@ -3945,7 +3945,7 @@ Object AmericaPowerPlant EnergyProduction = 5 EnergyBonus = 5 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -4754,7 +4754,7 @@ Object AmericaParticleCannonUplink End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ParticleCannon @@ -4767,7 +4767,7 @@ Object AmericaParticleCannonUplink BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -4817,7 +4817,7 @@ Object AmericaParticleCannonUplink ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 10000 ; The total ground contact time of the beam - DamagePerSecond = 400 ; The amount of damage inflicted per second + DamagePerSecond = 400.0 ; The amount of damage inflicted per second TotalDamagePulses = 40 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -4871,8 +4871,8 @@ Object AmericaParticleCannonUplink SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 40.0 DoubleClickToFastDriveDelay = 500 ; ***SOUNDS!**** @@ -5604,7 +5604,7 @@ Object AmericaDetentionCamp End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:DetentionCamp @@ -5617,7 +5617,7 @@ Object AmericaDetentionCamp BuildTime = 30.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -6800,7 +6800,7 @@ Object AmericaStrategyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StrategyCenter @@ -6817,7 +6817,7 @@ Object AmericaStrategyCenter MaxSimultaneousOfType = 1 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 WeaponSet Conditions = NONE Weapon = PRIMARY StrategyCenterGun @@ -6914,19 +6914,19 @@ Object AmericaStrategyCenter Behavior = AIUpdateInterface ModuleTag_15 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger - NaturalTurretAngle = -90 ; this turret points backwards normally + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger + NaturalTurretAngle = -90.0 ; this turret points backwards normally - FirePitch = 45 ; Instead of aiming pitch-wise at the target, it will aim here + FirePitch = 45.0 ; Instead of aiming pitch-wise at the target, it will aim here MinIdleScanInterval = 500 ; in milliseconds MaxIdleScanInterval = 1000 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS End @@ -6934,7 +6934,7 @@ Object AmericaStrategyCenter Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) InitiallyDisabled = YES ; will only be active when the Search & Destroy plan is active. - DetectionRange = 500 ; Dustin, enable this for independent balancing! + DetectionRange = 500.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -8073,7 +8073,7 @@ Object AmericaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -8087,7 +8087,7 @@ Object AmericaAirfield EnergyProduction = -1 CommandSet = AmericaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -8114,12 +8114,12 @@ Object AmericaAirfield End Behavior = ParkingPlaceBehavior ModuleTag_11 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 End Behavior = ProductionUpdate ModuleTag_12 @@ -8167,7 +8167,7 @@ Object AmericaAirfield GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -9139,7 +9139,7 @@ Object ChinaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -9153,7 +9153,7 @@ Object ChinaAirfield EnergyProduction = -1 CommandSet = ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9180,11 +9180,11 @@ Object ChinaAirfield End Behavior = ParkingPlaceBehavior ModuleTag_10 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 ParkInHangars = YES End @@ -9752,7 +9752,7 @@ Object GLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -9766,7 +9766,7 @@ Object GLABlackMarket EnergyProduction = 0 CommandSet = GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -11063,7 +11063,7 @@ Object GLAScudStorm End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ScudStorm @@ -11077,7 +11077,7 @@ Object GLAScudStorm EnergyProduction = 0 CommandSet = GLAScudStormCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE Weapon = PRIMARY ScudStormWeapon @@ -12540,7 +12540,7 @@ Object ChinaNuclearMissileLauncher End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearMissile @@ -12553,7 +12553,7 @@ Object ChinaNuclearMissileLauncher BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 CommandSet = ChinaNuclearMissileCommandSet ArmorSet Conditions = NONE @@ -13178,7 +13178,7 @@ Object ChinaSpeakerTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SpeakerTower @@ -13188,7 +13188,7 @@ Object ChinaSpeakerTower BuildTime = 10.0 ; in seconds EnergyProduction = -1 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13348,7 +13348,7 @@ Object GLADemoTrap End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:DemoTrap @@ -13443,7 +13443,7 @@ Object GLADemoTrap Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 4.0 - GeometryHeight = 9 + GeometryHeight = 9.0 GeometryIsSmall = YES End @@ -13511,7 +13511,7 @@ Object GLAPowerPlantWindmillBlade End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -13522,7 +13522,7 @@ Object GLAPowerPlantWindmillBlade Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 2000 End @@ -13887,7 +13887,7 @@ Object GLATunnelNetwork End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -13901,7 +13901,7 @@ Object GLATunnelNetwork BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13937,21 +13937,21 @@ Object GLATunnelNetwork Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; Kris: Removed this module because units exiting the container would extract information @@ -14401,7 +14401,7 @@ Object GLATunnelNetworkNoSpawn End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -14414,7 +14414,7 @@ Object GLATunnelNetworkNoSpawn BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -14451,21 +14451,21 @@ Object GLATunnelNetworkNoSpawn Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; The lack of these two modules is what makes this Single player version different from the normal one @@ -14947,7 +14947,7 @@ Object GLAStingerSite End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -14960,7 +14960,7 @@ Object GLAStingerSite BuildTime = 25.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 ArmorSet Conditions = NONE Armor = StingerSiteArmor @@ -15339,7 +15339,7 @@ Object GLAPalace End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_02 @@ -15587,7 +15587,7 @@ Object GLAPalace BuildTime = 45.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -16506,7 +16506,7 @@ Object ChinaPowerPlant End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearReactor @@ -16518,7 +16518,7 @@ Object ChinaPowerPlant EnergyProduction = 10 EnergyBonus = 5 ; for the overcharge bonus VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -17308,7 +17308,7 @@ Object AmericaSupplyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -17325,7 +17325,7 @@ Object AmericaSupplyCenter EnergyProduction = -1 CommandSet = AmericaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -17853,7 +17853,7 @@ Object AmericaSupplyDropZone Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:AmericaSupplyDropZone @@ -17865,7 +17865,7 @@ Object AmericaSupplyDropZone Object = AmericaStrategyCenter End EnergyProduction = -4 - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -18391,7 +18391,7 @@ Object GLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -18403,7 +18403,7 @@ Object GLASupplyStash EnergyProduction = 0 CommandSet = GLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -19059,7 +19059,7 @@ Object ChinaSupplyCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -19074,7 +19074,7 @@ Object ChinaSupplyCenter EnergyProduction = -1 CommandSet = ChinaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -19170,7 +19170,7 @@ Object AmericaBarracks ; *** ART Parameters *** SelectPortrait = SABarracks_L ButtonImage = SABarracks - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; Main Barracks model Draw = W3DModelDraw ModuleTag_01 @@ -19721,7 +19721,7 @@ Object AmericaBarracks EnergyProduction = 0 CommandSet = AmericaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -19802,7 +19802,7 @@ Object AmericaBarracks GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -20287,7 +20287,7 @@ Object GLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -20298,7 +20298,7 @@ Object GLABarracks EnergyProduction = 0 CommandSet = GLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -20379,7 +20379,7 @@ Object GLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -20976,7 +20976,7 @@ Object ChinaBarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -20987,7 +20987,7 @@ Object ChinaBarracks EnergyProduction = 0 CommandSet = ChinaBarracksCommandSet VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -21067,7 +21067,7 @@ Object ChinaBarracks GeometryMinorRadius = 44.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -21951,7 +21951,7 @@ Object AmericaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -21966,7 +21966,7 @@ Object AmericaWarFactory EnergyProduction = -1 CommandSet = AmericaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -22003,7 +22003,7 @@ Object AmericaWarFactory NaturalRallyPoint = X:53.0 Y:-30.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End Behavior = BaseRegenerateUpdate ModuleTag_13 @@ -22054,7 +22054,7 @@ Object AmericaWarFactory GeometryMinorRadius = 60.0 GeometryHeight = 40.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -22732,7 +22732,7 @@ Object GLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -22746,7 +22746,7 @@ Object GLAArmsDealer EnergyProduction = 0 CommandSet = GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -22797,7 +22797,7 @@ Object GLAArmsDealer NaturalRallyPoint = X:40.0 Y:-15.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -22821,7 +22821,7 @@ Object GLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -23793,7 +23793,7 @@ Object ChinaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -23807,7 +23807,7 @@ Object ChinaWarFactory EnergyProduction = -1 CommandSet = ChinaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -23856,7 +23856,7 @@ Object ChinaWarFactory NaturalRallyPoint = X:57.0 Y:-27.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_14 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -23887,7 +23887,7 @@ Object ChinaWarFactory GeometryMinorRadius = 61.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -23933,7 +23933,7 @@ Object ChinaWall BuildCost = 100 BuildTime = 2.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -23941,8 +23941,8 @@ Object ChinaWall End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 9 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 9.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -24010,7 +24010,7 @@ Object AmericaWall BuildCost = 100 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = WallArmor @@ -24018,8 +24018,8 @@ Object AmericaWall End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 19 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 19.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -24090,7 +24090,7 @@ Object AmericaWallHub BuildCost = 50 BuildTime = 2.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -24098,8 +24098,8 @@ Object AmericaWallHub End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 6 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 6.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -24167,7 +24167,7 @@ Object GLAWall BuildCost = 100 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -24175,8 +24175,8 @@ Object GLAWall End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 28 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 28.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -24244,7 +24244,7 @@ Object GLAWallHub BuildCost = 50 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -24252,8 +24252,8 @@ Object GLAWallHub End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -24326,15 +24326,15 @@ Object ChinaWallHub BuildCost = 50 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = WallArmor DamageFX = StructureDamageFXNoShake End - FenceWidth = 12 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 12.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -24389,15 +24389,15 @@ Object GLATrap BuildTime = 1.0 ; in seconds EnergyProduction = 0 VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor DamageFX = StructureDamageFXNoShake End - FenceWidth = 14 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 14.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -24451,7 +24451,7 @@ Object ChinaMoat BuildTime = 2.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -24492,7 +24492,7 @@ Object PatriotBinaryDataStream Draw = W3DLaserDraw ModuleTag_01 Texture = EXBinaryStream.tga NumBeams = 1 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 - InnerBeamWidth = 4 ; The total width of the beam + InnerBeamWidth = 4.0 ; The total width of the beam InnerColor = R:0 G:255 B:0 A:180 ; The inside color of the laser (hot) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -0.25 ; Scrolls the texture offset this fast -- towards(-) away(+) @@ -24859,7 +24859,7 @@ Object AmericaPatriotBattery End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PatriotBattery @@ -24885,7 +24885,7 @@ Object AmericaPatriotBattery ShareWeaponReloadTime = YES End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = BaseDefenseArmor @@ -24925,7 +24925,7 @@ Object AmericaPatriotBattery Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -24935,17 +24935,17 @@ Object AmericaPatriotBattery End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 45.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -25011,7 +25011,7 @@ Object PatriotMissile DisplayName = OBJECT:PatriotMissile EditorSorting = VEHICLE VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE @@ -25040,15 +25040,15 @@ Object PatriotMissile Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 50 ; in dist/sec + InitialVelocity = 50.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 5 - DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. + DistanceToTravelBeforeTurning = 5.0 + DistanceToTargetForLock = 100.0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor Geometry = SPHERE @@ -25784,7 +25784,7 @@ Object ChinaBunker End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Bunker @@ -25797,7 +25797,7 @@ Object ChinaBunker BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -26654,7 +26654,7 @@ Object ChinaPropagandaCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PropagandaCenter @@ -26667,7 +26667,7 @@ Object ChinaPropagandaCenter BuildTime = 45.0 ; in seconds EnergyProduction = -2 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -27657,7 +27657,7 @@ Object ChinaGattlingCannon End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GattlingCannon @@ -27682,7 +27682,7 @@ Object ChinaGattlingCannon End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE @@ -27722,7 +27722,7 @@ Object ChinaGattlingCannon Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -27737,15 +27737,15 @@ Object ChinaGattlingCannon Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon MoodAttackCheckRate = 250 @@ -27877,15 +27877,15 @@ Object GLABurningBarrier BuildCost = 50 BuildTime = 2.0 ; in seconds VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = WallArmor DamageFX = StructureDamageFXNoShake End - FenceWidth = 40 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 40.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -27968,7 +27968,7 @@ Object AmericaCheckpoint BuildCost = 100 BuildTime = 5.0 ; in seconds VisionRange = 100.0 ; Shroud-clearing distance - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE @@ -28361,7 +28361,7 @@ Object GLAStingerSiteNoHole End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -28374,7 +28374,7 @@ Object GLAStingerSiteNoHole BuildTime = 25.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 ArmorSet Conditions = NONE Armor = StingerSiteArmor diff --git a/Generals/Data/INI/Object/FactionProp.ini b/Generals/Data/INI/Object/FactionProp.ini index 7a24269..67169d5 100644 --- a/Generals/Data/INI/Object/FactionProp.ini +++ b/Generals/Data/INI/Object/FactionProp.ini @@ -36,7 +36,7 @@ Object MultiplayerBeacon Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL End diff --git a/Generals/Data/INI/Object/FactionUnit.ini b/Generals/Data/INI/Object/FactionUnit.ini index c08c677..d5effa7 100644 --- a/Generals/Data/INI/Object/FactionUnit.ini +++ b/Generals/Data/INI/Object/FactionUnit.ini @@ -41,7 +41,7 @@ Object AmericaParachute EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience ; in theory, it would be nice to allow chutes to be attackable; however, bugs in the code ; can cause the rider to be left in a bad state (eg, no-collision bit set) if the chute dies @@ -68,8 +68,8 @@ Object AmericaParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 25.0 ; how far we have to fall till we open our chute AllowInsideKindOf = INFANTRY PARACHUTABLE @@ -78,7 +78,7 @@ Object AmericaParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -127,7 +127,7 @@ Object AmericaCrateParachute EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience ; in theory, it would be nice to allow chutes to be attackable; however, bugs in the code ; can cause the rider to be left in a bad state (eg, no-collision bit set) if the chute dies @@ -154,8 +154,8 @@ Object AmericaCrateParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 12.5 ; how far we have to fall till we open our chute AllowInsideKindOf = PARACHUTABLE @@ -164,7 +164,7 @@ Object AmericaCrateParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -192,7 +192,7 @@ Object AmericaInfantryColonelBurton ; idle DefaultConditionState Model = AIHERO_SKN - IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 + IdleAnimation = AIHERO_SKL.AIHERO_STA 0.0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE @@ -206,7 +206,7 @@ Object AmericaInfantryColonelBurton ; injured idle ConditionState = REALLYDAMAGED - IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 + IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0.0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE @@ -221,7 +221,7 @@ Object AmericaInfantryColonelBurton ; moving ConditionState = MOVING - Animation = AIHERO_SKL.AIHERO_RNA 26 + Animation = AIHERO_SKL.AIHERO_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking @@ -237,7 +237,7 @@ Object AmericaInfantryColonelBurton ; injured moving ConditionState = MOVING REALLYDAMAGED - Animation = AIHERO_SKL.AIHERO_IRNA 26 + Animation = AIHERO_SKL.AIHERO_IRNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured @@ -482,8 +482,8 @@ Object AmericaInfantryColonelBurton Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 Prerequisites Object = AmericaBarracks Object = AmericaStrategyCenter @@ -538,7 +538,7 @@ Object AmericaInfantryColonelBurton Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -639,10 +639,10 @@ Object AmericaInfantryColonelBurton SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -675,8 +675,8 @@ Object AmericaInfantryColonelBurton GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -782,8 +782,8 @@ Object AmericaVehicleHumvee End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = AmericaWarFactory End @@ -835,7 +835,7 @@ Object AmericaVehicleHumvee End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -938,7 +938,7 @@ Object AmericaVehicleHumvee GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1043,8 +1043,8 @@ Object CINE_AmericaVehicleHumvee End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 320 - ShroudClearingRange = 320 + VisionRange = 320.0 + ShroudClearingRange = 320.0 Prerequisites Object = AmericaWarFactory End @@ -1096,7 +1096,7 @@ Object CINE_AmericaVehicleHumvee End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -1199,7 +1199,7 @@ Object CINE_AmericaVehicleHumvee GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1251,14 +1251,14 @@ Object HumveeMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = NO FuelLifetime = 1000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 3 + DistanceToTravelBeforeTurning = 3.0 IgnitionFX = FX_HumveeMissileIgnition End Locomotor = SET_NORMAL RocketBuggyMissileLocomotor @@ -1298,7 +1298,7 @@ Object AmericaVehicleHumveeDeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -1309,7 +1309,7 @@ Object AmericaVehicleHumveeDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1367,8 +1367,8 @@ Object AmericaVehicleTomahawk TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 200 + VisionRange = 180.0 + ShroudClearingRange = 200.0 Prerequisites Object = AmericaWarFactory Object = AmericaStrategyCenter @@ -1420,9 +1420,9 @@ Object AmericaVehicleTomahawk Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 70 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 70.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -1508,7 +1508,7 @@ Object AmericaVehicleTomahawk GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1539,7 +1539,7 @@ Object AmericaVehicleTomahawkHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1571,7 +1571,7 @@ Object ChinaVehicleNukeCannonHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1672,7 +1672,7 @@ Object AmericaJetRaptor Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaAirfield End @@ -1692,7 +1692,7 @@ Object AmericaJetRaptor End BuildCost = 1400 - BuildTime = 20 + BuildTime = 20.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -1779,8 +1779,8 @@ Object AmericaJetRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -1799,7 +1799,7 @@ Object AmericaJetRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1833,7 +1833,7 @@ Object AmericaJetRaptorHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -1871,7 +1871,7 @@ Object AmericaJetA10Hulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -1908,7 +1908,7 @@ Object AmericaJetStealthHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -1945,7 +1945,7 @@ Object AmericaJetAuroraHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -2010,12 +2010,12 @@ Object A10ThunderboltMissile ; End Behavior = PhysicsBehavior ModuleTag_08 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_09 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 30 ; in dist/sec + InitialVelocity = 30.0 ; in dist/sec IgnitionDelay = 0 IgnitionFX = FX_A10ThunderboltMissileIgnition End @@ -2083,12 +2083,12 @@ Object RaptorJetMissile Behavior = PhysicsBehavior ModuleTag_07 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 75 ; in dist/sec + InitialVelocity = 75.0 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End @@ -2143,12 +2143,12 @@ Object StealthJetMissile Behavior = PhysicsBehavior ModuleTag_07 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 75 ; in dist/sec + InitialVelocity = 75.0 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End @@ -2300,10 +2300,10 @@ Object AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -2312,7 +2312,7 @@ Object AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -2324,7 +2324,7 @@ Object AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -2347,7 +2347,7 @@ Object AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2492,10 +2492,10 @@ Object CINE_USA08_AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL CINE_USA08_B52Locomotor @@ -2504,7 +2504,7 @@ Object CINE_USA08_AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -2516,7 +2516,7 @@ Object CINE_USA08_AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -2539,7 +2539,7 @@ Object CINE_USA08_AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2583,9 +2583,9 @@ Object CarpetBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 @@ -2642,9 +2642,9 @@ Object AuroraBomb Behavior = PhysicsBehavior ModuleTag_03 Mass = 75.0 - AerodynamicFriction = 2 ; this is now friction-per-sec - ForwardFriction = 2 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 2.0 ; this is now friction-per-sec + ForwardFriction = 2.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, @@ -2657,9 +2657,9 @@ Object AuroraBomb TryToFollowTarget = NO FuelLifetime = 0 IgnitionDelay = 0 - InitialVelocity = 0 ; in dist/sec - DistanceToTravelBeforeTurning = 0 - DistanceToTargetBeforeDiving = 0 + InitialVelocity = 0.0 ; in dist/sec + DistanceToTravelBeforeTurning = 0.0 + DistanceToTargetBeforeDiving = 0.0 End Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. @@ -2837,7 +2837,7 @@ Object ClusterMinesBomb Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 0 + VisionRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -2861,14 +2861,14 @@ Object ClusterMinesBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = GenerateMinefieldBehavior ModuleTag_05 MineName = ChinaClusterMine - DistanceAroundObject = 80 + DistanceAroundObject = 80.0 GenerateOnlyOnDeath = YES SmartBorder = YES SmartBorderSkipInterior = NO @@ -2911,7 +2911,7 @@ Object EMPPulseBomb Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 0 + VisionRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -2935,9 +2935,9 @@ Object EMPPulseBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End @@ -3007,9 +3007,9 @@ Object BlackMarketNuke Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 @@ -3058,7 +3058,7 @@ Object AnthraxBomb EditorSorting = SYSTEM TransportSlotCount = 1 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -3081,9 +3081,9 @@ Object AnthraxBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 @@ -3129,7 +3129,7 @@ Object DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -3161,9 +3161,9 @@ Object DaisyCutterBomb Locomotor = SET_NORMAL NONE Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 50.0 @@ -3201,8 +3201,8 @@ Object DaisyCutterGas Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 - AerodynamicFriction = 7 ; this is now friction-per-sec - ForwardFriction = 200 ; this is now friction-per-sec + AerodynamicFriction = 7.0 ; this is now friction-per-sec + ForwardFriction = 200.0 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 @@ -3240,7 +3240,7 @@ Object NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -3258,18 +3258,18 @@ Object NeutronMissile End Behavior = NeutronMissileUpdate ModuleTag_03 - DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first - MaxTurnRate = 7200 ; huge, since it turns off-camera + DistanceToTravelBeforeTurning = 300.0 ; goes straight up a long ways first + MaxTurnRate = 7200.0 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition - TargetFromDirectlyAbove = 500 ; aim for an intermediate spot directly above the target, so we come straight down onto it - SpecialAccelFactor = 1 + TargetFromDirectlyAbove = 500.0 ; aim for an intermediate spot directly above the target, so we come straight down onto it + SpecialAccelFactor = 1.0 SpecialSpeedTime = 1500 - SpecialSpeedHeight = 160 + SpecialSpeedHeight = 160.0 SpecialJitterDistance = 0.4 - DeliveryDecalRadius = 210 + DeliveryDecalRadius = 210.0 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL @@ -3295,12 +3295,12 @@ Object NeutronMissile Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 DestructionDelay = 3501 - ScorchMarkSize = 320 + ScorchMarkSize = 320.0 FXList = FX_Nuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3309,8 +3309,8 @@ Object NeutronMissile Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3319,8 +3319,8 @@ Object NeutronMissile Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3329,8 +3329,8 @@ Object NeutronMissile Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3339,8 +3339,8 @@ Object NeutronMissile Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3349,8 +3349,8 @@ Object NeutronMissile Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ; damage within inner radius of the blast @@ -3359,18 +3359,18 @@ Object NeutronMissile Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage OCL = MIDPOINT OCL_NukeRadiationField @@ -3390,7 +3390,7 @@ Object CargoTruckNuke DisplayName = OBJECT:NeutronMissile EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -3417,12 +3417,12 @@ Object CargoTruckNuke Behavior = NeutronMissileSlowDeathBehavior ModuleTag_03 DestructionDelay = 3501 - ScorchMarkSize = 320 + ScorchMarkSize = 320.0 FXList = FX_Nuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3431,8 +3431,8 @@ Object CargoTruckNuke Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3441,8 +3441,8 @@ Object CargoTruckNuke Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3451,8 +3451,8 @@ Object CargoTruckNuke Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3461,8 +3461,8 @@ Object CargoTruckNuke Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -3471,8 +3471,8 @@ Object CargoTruckNuke Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ; damage within inner radius of the blast @@ -3481,18 +3481,18 @@ Object CargoTruckNuke Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage End @@ -3522,7 +3522,7 @@ Object ScudStormMissile KindOf = PROJECTILE ; BALLISTIC_MISSILE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -3546,10 +3546,10 @@ Object ScudStormMissile Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = NO FuelLifetime = 0 ; zero is infinite - InitialVelocity = 0 ; in dist/sec + InitialVelocity = 0.0 ; in dist/sec IgnitionFX = FX_ScudStormIgnition - DistanceToTravelBeforeTurning = 500 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + DistanceToTravelBeforeTurning = 500.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor @@ -3684,7 +3684,7 @@ Object AmericaJetAurora Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield Object = AmericaStrategyCenter @@ -3774,7 +3774,7 @@ Object AmericaJetAurora ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode AttackLocomotorType = SET_SUPERSONIC AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately @@ -3805,7 +3805,7 @@ Object AmericaJetAurora GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3995,7 +3995,7 @@ Object AmericaJetStealthFighter ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -4040,7 +4040,7 @@ Object AmericaJetStealthFighter GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4113,7 +4113,7 @@ Object AmericaVehicleComanche Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield End @@ -4151,7 +4151,7 @@ Object AmericaVehicleComanche DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -4200,7 +4200,7 @@ Object AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -4211,8 +4211,8 @@ Object AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -4228,15 +4228,15 @@ Object AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -4251,7 +4251,7 @@ Object AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -4272,7 +4272,7 @@ Object AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4345,7 +4345,7 @@ Object CINE_USA08_AmericaVehicleComanche Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 400.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield End @@ -4383,7 +4383,7 @@ Object CINE_USA08_AmericaVehicleComanche DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -4432,7 +4432,7 @@ Object CINE_USA08_AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -4443,8 +4443,8 @@ Object CINE_USA08_AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -4460,15 +4460,15 @@ Object CINE_USA08_AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -4483,7 +4483,7 @@ Object CINE_USA08_AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -4504,7 +4504,7 @@ Object CINE_USA08_AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4566,7 +4566,7 @@ Object ComancheRubbleHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 - SinkRate = 4 ; in dist/sec + SinkRate = 4.0 ; in dist/sec DestructionDelay = 10000 End @@ -4733,7 +4733,7 @@ Object ChinaJetMIG End BuildCost = 1200 ; 1000 - BuildTime = 10 + BuildTime = 10.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -4796,7 +4796,7 @@ Object ChinaJetMIG ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -4831,7 +4831,7 @@ Object ChinaJetMIG Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4866,7 +4866,7 @@ Object ChinaJetMIGHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -4922,12 +4922,12 @@ Object NapalmMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 75 ; in dist/sec + InitialVelocity = 75.0 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_NapalmMissileIgnition End @@ -4966,7 +4966,7 @@ Object ChinaJetMIGNapalmStriker Side = China TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaAirfield End @@ -5034,7 +5034,7 @@ Object ChinaJetMIGNapalmStriker ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA AllowInsideKindOf = PROJECTILE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -5060,7 +5060,7 @@ Object ChinaJetMIGNapalmStriker GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5170,7 +5170,7 @@ Object ChinaJetMIG_CinematicVersion End BuildCost = 1200 - BuildTime = 15 + BuildTime = 15.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -5235,7 +5235,7 @@ Object ChinaJetMIG_CinematicVersion ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -5270,7 +5270,7 @@ Object ChinaJetMIG_CinematicVersion Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5300,7 +5300,7 @@ Object AmericaInfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -5313,7 +5313,7 @@ Object AmericaInfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -5346,25 +5346,25 @@ Object AmericaInfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_Move @@ -5446,19 +5446,19 @@ Object AmericaInfantryRanger TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 30 + Animation = AIRngr_SKL.AIRngr_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -5467,7 +5467,7 @@ Object AmericaInfantryRanger AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -5619,8 +5619,8 @@ Object AmericaInfantryRanger DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -5678,7 +5678,7 @@ Object AmericaInfantryRanger Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -5725,10 +5725,10 @@ Object AmericaInfantryRanger SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -5790,8 +5790,8 @@ Object AmericaInfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -5816,7 +5816,7 @@ Object CINE_AmericaInfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -5828,7 +5828,7 @@ Object CINE_AmericaInfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -5868,25 +5868,25 @@ Object CINE_AmericaInfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; attacking (Grenade Launcher) @@ -5964,19 +5964,19 @@ Object CINE_AmericaInfantryRanger TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 40 + Animation = AIRngr_SKL.AIRngr_RNA 40.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -5984,7 +5984,7 @@ Object CINE_AmericaInfantryRanger End ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -6135,8 +6135,8 @@ Object CINE_AmericaInfantryRanger DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -6192,7 +6192,7 @@ Object CINE_AmericaInfantryRanger Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -6239,10 +6239,10 @@ Object CINE_AmericaInfantryRanger SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -6302,8 +6302,8 @@ Object CINE_AmericaInfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -6333,7 +6333,7 @@ Object AmericaInfantryMissileDefender DefaultConditionState Model = NITHNT_SKN - IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 + IdleAnimation = NITHNT_SKL.NITHNT_STA 0.0 30 IdleAnimation = NITHNT_SKL.NITHNT_IDA IdleAnimation = NITHNT_SKL.NITHNT_IDB AnimationMode = ONCE @@ -6367,7 +6367,7 @@ Object AmericaInfantryMissileDefender AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = MOVING - Animation = NITHNT_SKL.NITHNT_RNA 20 + Animation = NITHNT_SKL.NITHNT_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -6376,7 +6376,7 @@ Object AmericaInfantryMissileDefender AliasConditionState = MOVING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NITHNT_SKL.NITHNT_ATA 10 + Animation = NITHNT_SKL.NITHNT_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -6458,8 +6458,8 @@ Object AmericaInfantryMissileDefender DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaBarracks @@ -6511,7 +6511,7 @@ Object AmericaInfantryMissileDefender Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -6563,10 +6563,10 @@ Object AmericaInfantryMissileDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -6599,8 +6599,8 @@ Object AmericaInfantryMissileDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -6625,7 +6625,7 @@ Object AmericaInfantryPilot DefaultConditionState Model = AIRPlt_SKN - IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 + IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0.0 20 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA IdleAnimation = AIRPlt_SKL.AIRPlt_IDB AnimationMode = ONCE @@ -6714,8 +6714,8 @@ Object AmericaInfantryPilot DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -6762,14 +6762,14 @@ Object AmericaInfantryPilot Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End @@ -6810,10 +6810,10 @@ Object AmericaInfantryPilot SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -6846,8 +6846,8 @@ Object AmericaInfantryPilot GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -6882,7 +6882,7 @@ Object AmericaInfantryPathfinder AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 25 + Animation = AIPFDR_SKL.AIPFDR_RNA 25.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -6978,8 +6978,8 @@ Object AmericaInfantryPathfinder DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks Science = SCIENCE_Pathfinder @@ -7030,7 +7030,7 @@ Object AmericaInfantryPathfinder Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -7057,7 +7057,7 @@ Object AmericaInfantryPathfinder FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -7088,10 +7088,10 @@ Object AmericaInfantryPathfinder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -7124,8 +7124,8 @@ Object AmericaInfantryPathfinder GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7150,7 +7150,7 @@ Object CINE_AmericanInfantryPathfinder DefaultConditionState Model = AIPFDR_SKN - IdleAnimation = AIPFDR_SKL.AIPFDR_STA 0 14 + IdleAnimation = AIPFDR_SKL.AIPFDR_STA 0.0 14 IdleAnimation = AIPFDR_SKL.AIPFDR_IDA AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle @@ -7159,7 +7159,7 @@ Object CINE_AmericanInfantryPathfinder End ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 30 + Animation = AIPFDR_SKL.AIPFDR_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -7189,7 +7189,7 @@ Object CINE_AmericanInfantryPathfinder AliasConditionState = BETWEEN_FIRING_SHOTS_A ConditionState = MOVING FIRING_A - Animation = AIPFDR_SKL.AIPFDR_CLA 15 ; crawling + Animation = AIPFDR_SKL.AIPFDR_CLA 15.0 ; crawling AnimationMode = LOOP TransitionKey = TRANS_LyingDown ParticleSysBone = NONE InfantryDustTrails @@ -7281,8 +7281,8 @@ Object CINE_AmericanInfantryPathfinder DamageFX = InfantryDamageFX End - VisionRange = 300 - ShroudClearingRange = 400 + VisionRange = 300.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks Science = SCIENCE_Pathfinder @@ -7333,7 +7333,7 @@ Object CINE_AmericanInfantryPathfinder Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -7376,10 +7376,10 @@ Object CINE_AmericanInfantryPathfinder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -7412,8 +7412,8 @@ Object CINE_AmericanInfantryPathfinder GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7445,7 +7445,7 @@ Object GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrd_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -7455,7 +7455,7 @@ Object GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -7464,7 +7464,7 @@ Object GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -7472,7 +7472,7 @@ Object GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -7607,8 +7607,8 @@ Object GLAInfantryRebel Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks End @@ -7666,7 +7666,7 @@ Object GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -7709,10 +7709,10 @@ Object GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -7768,8 +7768,8 @@ Object GLAInfantryRebel GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7794,7 +7794,7 @@ Object GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -7804,7 +7804,7 @@ Object GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -7854,7 +7854,7 @@ Object GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 30 + Animation = UIHERO_SKL.UIHERO_RNA2 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -7865,7 +7865,7 @@ Object GLAInfantryJarmenKell AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 30 + Animation = UIHERO_SKL.UIHERO_IRNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -7973,8 +7973,8 @@ Object GLAInfantryJarmenKell Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks Object = GLAPalace @@ -8068,10 +8068,10 @@ Object GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -8104,8 +8104,8 @@ Object GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -8132,7 +8132,7 @@ Object CINE_GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -8142,7 +8142,7 @@ Object CINE_GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -8178,7 +8178,7 @@ Object CINE_GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 40 + Animation = UIHERO_SKL.UIHERO_RNA2 40.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -8189,7 +8189,7 @@ Object CINE_GLAInfantryJarmenKell AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 24 + Animation = UIHERO_SKL.UIHERO_IRNA 24.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -8297,8 +8297,8 @@ Object CINE_GLAInfantryJarmenKell Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 225 - ShroudClearingRange = 300 + VisionRange = 225.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks Object = GLAPalace @@ -8385,10 +8385,10 @@ Object CINE_GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -8421,8 +8421,8 @@ Object CINE_GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -8449,7 +8449,7 @@ Object GLAInfantryTunnelDefender DefaultConditionState Model = UITunF_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -8460,11 +8460,11 @@ Object GLAInfantryTunnelDefender End ConditionState = MOVING - Animation = UITunF_SKL.UITunF_WKA 16 - Animation = UITunF_SKL.UITunF_WKB 30 - Animation = UITunF_SKL.UITunF_WKC 30 - Animation = UITunF_SKL.UITunF_RNA 15 - Animation = UITunF_SKL.UITunF_RNB 25 + Animation = UITunF_SKL.UITunF_WKA 16.0 + Animation = UITunF_SKL.UITunF_WKB 30.0 + Animation = UITunF_SKL.UITunF_WKC 30.0 + Animation = UITunF_SKL.UITunF_RNA 15.0 + Animation = UITunF_SKL.UITunF_RNB 25.0 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -8537,8 +8537,8 @@ Object GLAInfantryTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = GLATunnelNetwork ; End @@ -8612,10 +8612,10 @@ Object GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -8648,8 +8648,8 @@ Object GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -8670,7 +8670,7 @@ Object GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -8691,7 +8691,7 @@ Object GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -8777,7 +8777,7 @@ Object GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = GLABarracks @@ -8808,7 +8808,7 @@ Object GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -8854,10 +8854,10 @@ Object GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -8890,8 +8890,8 @@ Object GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -8908,7 +8908,7 @@ Object CINE_GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -8929,7 +8929,7 @@ Object CINE_GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -9012,7 +9012,7 @@ Object CINE_GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = GLABarracks @@ -9044,7 +9044,7 @@ Object CINE_GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -9090,10 +9090,10 @@ Object CINE_GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -9127,8 +9127,8 @@ Object CINE_GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -9151,7 +9151,7 @@ Object GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -9183,7 +9183,7 @@ Object GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 15 + Animation = UITRST_SKL.UITRST_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -9192,7 +9192,7 @@ Object GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -9263,8 +9263,8 @@ Object GLAInfantryTerrorist Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLABarracks End @@ -9353,10 +9353,10 @@ Object GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack @@ -9376,8 +9376,8 @@ Object GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -9439,8 +9439,8 @@ Object GLAInfantryAngryMobNexus BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; it can scout for the spawn - ShroudClearingRange = 0 + VisionRange = 150.0 ; it can scout for the spawn + ShroudClearingRange = 0.0 Prerequisites Object = GLABarracks @@ -9555,10 +9555,10 @@ Object GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0.0 12 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -9635,9 +9635,9 @@ Object GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0.0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -9797,8 +9797,8 @@ Object GLAInfantryAngryMobPistol01 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -9875,10 +9875,10 @@ Object GLAInfantryAngryMobPistol01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -9904,8 +9904,8 @@ Object GLAInfantryAngryMobPistol01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -9924,10 +9924,10 @@ Object GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -10002,9 +10002,9 @@ Object GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0.0 6 IdleAnimation = UIMOB02_SKL.UIMOB02_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -10112,8 +10112,8 @@ Object GLAInfantryAngryMobRock02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -10190,10 +10190,10 @@ Object GLAInfantryAngryMobRock02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -10219,8 +10219,8 @@ Object GLAInfantryAngryMobRock02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -10241,10 +10241,10 @@ ObjectReskin GLAInfantryAngryMobPistol03 GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0.0 12 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -10322,9 +10322,9 @@ ObjectReskin GLAInfantryAngryMobPistol03 GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0.0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -10477,10 +10477,10 @@ ObjectReskin GLAInfantryAngryMobRock04 GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0 12 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0.0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -10562,9 +10562,9 @@ ObjectReskin GLAInfantryAngryMobRock04 GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0.0 6 IdleAnimation = UIMOB04_SKL.UIMOB04_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -10677,10 +10677,10 @@ ObjectReskin GLAInfantryAngryMobPistol05 GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0.0 12 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -10756,9 +10756,9 @@ ObjectReskin GLAInfantryAngryMobPistol05 GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0.0 6 IdleAnimation = UIMOB05_SKL.UIMOB05_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -10915,10 +10915,10 @@ Object GLAInfantryAngryMobMolotov02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_B @@ -11024,8 +11024,8 @@ Object GLAInfantryAngryMobMolotov02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks @@ -11103,10 +11103,10 @@ Object GLAInfantryAngryMobMolotov02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -11132,8 +11132,8 @@ Object GLAInfantryAngryMobMolotov02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -11164,7 +11164,7 @@ Object GLAInfantryHijacker DefaultConditionState Model = UIHJCK_SKN - IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 + IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0.0 25 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA IdleAnimation = UIHJCK_SKL.UIHJCK_IDB AnimationMode = ONCE @@ -11245,8 +11245,8 @@ Object GLAInfantryHijacker DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLABarracks Object = GLAPalace @@ -11292,7 +11292,7 @@ Object GLAInfantryHijacker Behavior = StealthUpdate ModuleTag_02 StealthDelay = 500 ; half-second delay before stealthy StealthForbiddenConditions = MOVING ; only stealthy while stationary - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -11345,10 +11345,10 @@ Object GLAInfantryHijacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -11381,8 +11381,8 @@ Object GLAInfantryHijacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -11415,7 +11415,7 @@ Object ChinaInfantryRedguard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -11477,18 +11477,18 @@ Object ChinaInfantryRedguard TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -11553,7 +11553,7 @@ Object ChinaInfantryRedguard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_RNA 26 + Animation = NICNSC_SKL.NICNSC_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -11562,7 +11562,7 @@ Object ChinaInfantryRedguard AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = NICNSC_SKL.NICNSC_RNB 28 + Animation = NICNSC_SKL.NICNSC_RNB 28.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged @@ -11652,8 +11652,8 @@ Object ChinaInfantryRedguard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaBarracks End @@ -11711,9 +11711,9 @@ Object ChinaInfantryRedguard Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -11754,10 +11754,10 @@ Object ChinaInfantryRedguard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -11812,8 +11812,8 @@ Object ChinaInfantryRedguard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -11831,7 +11831,7 @@ Object ChinaInfantryParadeRedGuard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -11895,18 +11895,18 @@ Object ChinaInfantryParadeRedGuard TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -11969,7 +11969,7 @@ Object ChinaInfantryParadeRedGuard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_MAR 12 + Animation = NICNSC_SKL.NICNSC_MAR 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -12076,8 +12076,8 @@ Object ChinaInfantryParadeRedGuard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaBarracks End @@ -12153,10 +12153,10 @@ Object ChinaInfantryParadeRedGuard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -12197,8 +12197,8 @@ Object ChinaInfantryParadeRedGuard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12218,7 +12218,7 @@ Object CINE_ChinaInfantryParadeRedGuard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -12280,19 +12280,19 @@ Object CINE_ChinaInfantryParadeRedGuard TransitionState = TRANS_Stand TRANS_Firing Animation = NICNSC_SKL.NICNSC_SA2AA AnimationMode = ONCE - AnimationSpeedFactorRange = 40 40 + AnimationSpeedFactorRange = 40.0 40.0 End TransitionState = TRANS_Firing TRANS_Stand Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_ATCST AnimationMode = ONCE - AnimationSpeedFactorRange = 40 40 + AnimationSpeedFactorRange = 40.0 40.0 End TransitionState = TRANS_FiringDamaged TRANS_Stand @@ -12359,7 +12359,7 @@ Object CINE_ChinaInfantryParadeRedGuard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_MAR 12 + Animation = NICNSC_SKL.NICNSC_MAR 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -12478,8 +12478,8 @@ Object CINE_ChinaInfantryParadeRedGuard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaBarracks End @@ -12555,10 +12555,10 @@ Object CINE_ChinaInfantryParadeRedGuard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -12599,8 +12599,8 @@ Object CINE_ChinaInfantryParadeRedGuard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12626,7 +12626,7 @@ Object ChinaInfantryBlackLotus ; idle DefaultConditionState Model = NIHERO_SKN - IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 + IdleAnimation = NIHERO_SKL.NIHERO_STA 0.0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE @@ -12634,7 +12634,7 @@ Object ChinaInfantryBlackLotus End ConditionState = REALLYDAMAGED - IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 + IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0.0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured @@ -12807,8 +12807,8 @@ Object ChinaInfantryBlackLotus Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 300 - ShroudClearingRange = 400 + VisionRange = 300.0 + ShroudClearingRange = 400.0 Prerequisites Object = ChinaBarracks Object = ChinaPropagandaCenter @@ -12972,10 +12972,10 @@ Object ChinaInfantryBlackLotus SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -13008,8 +13008,8 @@ Object ChinaInfantryBlackLotus GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13034,7 +13034,7 @@ Object ChinaInfantryTankHunter DefaultConditionState Model = NIMSST_SKN - IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 + IdleAnimation = NIMSST_SKL.NIMSST_STA 0.0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE @@ -13067,7 +13067,7 @@ Object ChinaInfantryTankHunter AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING - Animation = NIMSST_SKL.NIMSST_RNA 20 + Animation = NIMSST_SKL.NIMSST_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -13076,7 +13076,7 @@ Object ChinaInfantryTankHunter AliasConditionState = REALLYDAMAGED MOVING ConditionState = RELOADING_A - Animation = NIMSST_SKL.NIMSST_ATA 10 + Animation = NIMSST_SKL.NIMSST_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -13154,8 +13154,8 @@ Object ChinaInfantryTankHunter Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = ChinaBarracks End @@ -13201,8 +13201,8 @@ Object ChinaInfantryTankHunter Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -13257,10 +13257,10 @@ Object ChinaInfantryTankHunter SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -13293,8 +13293,8 @@ Object ChinaInfantryTankHunter GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13311,7 +13311,7 @@ Object TNTStickyBomb ; Created by Chinese Tank Hunters EditorSorting = SYSTEM TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ; Allow the sticky bomb to show itself to the user? - ShroudClearingRange = 75 + ShroudClearingRange = 75.0 ArmorSet Conditions = NONE Armor = InvulnerableAllArmor @@ -13328,7 +13328,7 @@ Object TNTStickyBomb ; Created by Chinese Tank Hunters KindOf = PROJECTILE MINE NO_COLLIDE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -13365,7 +13365,7 @@ Object RemoteC4Charge ; Created by Colonel Burton EditorSorting = SYSTEM TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ; Allow the sticky bomb to show itself to the user? - ShroudClearingRange = 75 + ShroudClearingRange = 75.0 ArmorSet Conditions = NONE Armor = InvulnerableAllArmor @@ -13427,7 +13427,7 @@ Object TimedC4Charge ; Created by Colonel Burton EditorSorting = SYSTEM TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ; Allow the sticky bomb to show itself to the user? - ShroudClearingRange = 75 + ShroudClearingRange = 75.0 ArmorSet Conditions = NONE Armor = InvulnerableAllArmor @@ -13498,7 +13498,7 @@ Object DemoTrapDetonationObject ; The explodes-next-frame object when a Demo Tra KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -13530,7 +13530,7 @@ Object CINE_DemoTrapDetonationObject ; The explodes-next-frame object when a Dem KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -13575,8 +13575,8 @@ Object ChinaInfantrySecretPolice Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaBarracks End @@ -13644,8 +13644,8 @@ Object ChinaInfantrySecretPolice GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13669,14 +13669,14 @@ Object GLAInfantryWorker DefaultConditionState Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -13698,7 +13698,7 @@ Object GLAInfantryWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving @@ -13774,7 +13774,7 @@ Object GLAInfantryWorker ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -13788,7 +13788,7 @@ Object GLAInfantryWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -13878,8 +13878,8 @@ Object GLAInfantryWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -13923,12 +13923,12 @@ Object GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -13963,10 +13963,10 @@ Object GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -14007,8 +14007,8 @@ Object GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -14086,8 +14086,8 @@ Object AmericaVehicleMedic End BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaWarFactory End @@ -14145,11 +14145,11 @@ Object AmericaVehicleMedic Behavior = TransportAIUpdate ModuleTag_05 AutoAcquireEnemiesWhenIdle = NO ; CleanupHazardUpdate handles this... Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 25 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 25.0 ControlledWeaponSlots = PRIMARY End End @@ -14157,7 +14157,7 @@ Object AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 - HealthRegen%PerSec = 25 + HealthRegen%PerSec = 25.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES @@ -14340,8 +14340,8 @@ Object AmericaVehicleBattleDrone BuildCost = 200 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AmericaWarFactory End @@ -14369,9 +14369,9 @@ Object AmericaVehicleBattleDrone Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 - MinPhysicalPitch = -75 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 + MinPhysicalPitch = -75.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -14443,12 +14443,12 @@ Object AmericaVehicleBattleDrone End Geometry = CYLINDER - GeometryMajorRadius = 5 - GeometryMinorRadius = 5 + GeometryMajorRadius = 5.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14484,8 +14484,8 @@ Object AmericaVehicleGuardianDrone End BuildCost = 700 BuildTime = 8.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AmericaWarFactory End @@ -14517,7 +14517,7 @@ Object AmericaVehicleGuardianDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -14565,7 +14565,7 @@ Object AmericaVehicleGuardianDrone GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14611,8 +14611,8 @@ Object AmericaVehicleScoutDrone End BuildCost = 100 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -14639,7 +14639,7 @@ Object AmericaVehicleScoutDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -14710,7 +14710,7 @@ Object AmericaVehicleScoutDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14747,8 +14747,8 @@ Object AmericaVehicleSpyDrone Armor = AirplaneArmor DamageFX = SmallTankDamageFX End - VisionRange = 250 - ShroudClearingRange = 0 ; Dynamic range below + VisionRange = 250.0 + ShroudClearingRange = 0.0 ; Dynamic range below IsTrainable = NO ; *** AUDIO Parameters *** @@ -14840,7 +14840,7 @@ Object AmericaVehicleSpyDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14903,8 +14903,8 @@ Object AmericaTankCrusader ; End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory End @@ -14938,13 +14938,13 @@ Object AmericaTankCrusader KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -15052,7 +15052,7 @@ Object AmericaTankCrusader GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15116,8 +15116,8 @@ Object CINE_AmericaTankCrusader ; End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory End @@ -15151,13 +15151,13 @@ Object CINE_AmericaTankCrusader KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -15265,7 +15265,7 @@ Object CINE_AmericaTankCrusader GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15349,8 +15349,8 @@ Object GLATankScorpion End BuildCost = 600 BuildTime = 5.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -15389,7 +15389,7 @@ Object GLATankScorpion Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -15456,7 +15456,7 @@ Object GLATankScorpion GeometryHeight = 10.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15568,8 +15568,8 @@ Object GLAVehicleRocketBuggy End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -15608,12 +15608,12 @@ Object GLAVehicleRocketBuggy KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 120 - InitialHealth = 120 + MaxHealth = 120.0 + InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 90 + TurretTurnRate = 90.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -15680,7 +15680,7 @@ Object GLAVehicleRocketBuggy GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15793,8 +15793,8 @@ Object CINE_GLAVehicleRocketBuggy End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -15833,12 +15833,12 @@ Object CINE_GLAVehicleRocketBuggy KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 120 - InitialHealth = 120 + MaxHealth = 120.0 + InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 90 + TurretTurnRate = 90.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -15905,7 +15905,7 @@ Object CINE_GLAVehicleRocketBuggy GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15958,16 +15958,16 @@ Object StingerMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 5000 - InitialVelocity = 200 ; in dist/sec + InitialVelocity = 200.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 5 + DistanceToTravelBeforeTurning = 5.0 IgnitionFX = NONE - DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. + DistanceToTargetForLock = 100.0 ; If it gets within 100 of the target, it kills the target. End Behavior = WeaponBonusUpgrade Upgrade_01 @@ -16033,14 +16033,14 @@ Object ComancheAntiTankMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 1000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 10 + DistanceToTravelBeforeTurning = 10.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL ComancheAntiTankMissileLocomotor @@ -16100,14 +16100,14 @@ Object ComancheRocketPodRocket Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = NO FuelLifetime = 1000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 10 + DistanceToTravelBeforeTurning = 10.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL ComancheRocketPodLocomotor @@ -16164,14 +16164,14 @@ Object RocketBuggyMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 1500 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 3 + DistanceToTravelBeforeTurning = 3.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL RocketBuggyMissileLocomotor @@ -16240,16 +16240,16 @@ Object SCUDMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = NO FuelLifetime = 5000 IgnitionDelay = 0 ; IgnitionFX = FX_ScudStormIgnition ; NOT WORKING - InitialVelocity = 50 ; in dist/sec - DistanceToTravelBeforeTurning = 200 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 50.0 ; in dist/sec + DistanceToTravelBeforeTurning = 200.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDMissileLocomotor @@ -16320,16 +16320,16 @@ Object CINE_SCUDMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = NO FuelLifetime = 8000 IgnitionDelay = 0 ; IgnitionFX = FX_ScudStormIgnition ; NOT WORKING - InitialVelocity = 50 ; in dist/sec - DistanceToTravelBeforeTurning = 200 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 50.0 ; in dist/sec + DistanceToTravelBeforeTurning = 200.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDMissileLocomotor @@ -16398,20 +16398,20 @@ Object TomahawkMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition - InitialVelocity = 50 ; in dist/sec - DistanceToTravelBeforeTurning = 80 - DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 50.0 ; in dist/sec + DistanceToTravelBeforeTurning = 80.0 + DistanceToTargetBeforeDiving = 100.0 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. - DistanceToTargetForLock = 10 ; Short lock-on, as it looks better flying. jba. + DistanceToTargetForLock = 10.0 ; Short lock-on, as it looks better flying. jba. End Locomotor = SET_NORMAL TomahawkMissileLocomotor @@ -16484,16 +16484,16 @@ Object NuclearCannonShell Behavior = PhysicsBehavior ModuleTag_09 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_10 TryToFollowTarget = NO FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_BuggyMissileIgnition - InitialVelocity = 20 ; in dist/sec - DistanceToTravelBeforeTurning = 40 - DistanceToTargetBeforeDiving = 50 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 20.0 ; in dist/sec + DistanceToTravelBeforeTurning = 40.0 + DistanceToTargetBeforeDiving = 50.0 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. End @@ -16557,16 +16557,16 @@ Object StrategyCenterArtilleryShell Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_BuggyMissileIgnition - InitialVelocity = 20 ; in dist/sec - DistanceToTravelBeforeTurning = 40 - DistanceToTargetBeforeDiving = 50 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 20.0 ; in dist/sec + DistanceToTravelBeforeTurning = 40.0 + DistanceToTargetBeforeDiving = 50.0 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. End @@ -16628,14 +16628,14 @@ Object MissileDefenderMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES ; No FuelLifetime = 3000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 3 + DistanceToTravelBeforeTurning = 3.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL MissileDefenderMissileLocomotor @@ -16696,14 +16696,14 @@ Object TunnelDefenderMissile End Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES ; No FuelLifetime = 1250 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 20 + DistanceToTravelBeforeTurning = 20.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TunnelDefenderMissileLocomotor @@ -16761,14 +16761,14 @@ Object TechnicalRPGMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 1000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 20 + DistanceToTravelBeforeTurning = 20.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TechnicalRPGMissileLocomotor @@ -16826,14 +16826,14 @@ Object TankHunterMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES ; No FuelLifetime = 1250 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 20 + DistanceToTravelBeforeTurning = 20.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TankHunterMissileLocomotor @@ -16881,7 +16881,7 @@ Object GLARocketBuggyFullDebris End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End Behavior = LifetimeUpdate ModuleTag_04 @@ -16936,7 +16936,7 @@ Object RocketBuggyMissileDebris End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 3 + Mass = 3.0 AllowBouncing = YES End @@ -17113,7 +17113,7 @@ Object GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -17143,8 +17143,8 @@ Object GLAVehicleQuadCannon End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -17194,8 +17194,8 @@ Object GLAVehicleQuadCannon Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -17262,7 +17262,7 @@ Object GLAVehicleQuadCannon GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17326,7 +17326,7 @@ Object GLAVehicleToxinTruck RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray @@ -17359,8 +17359,8 @@ Object GLAVehicleToxinTruck End BuildCost = 600 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer End @@ -17406,11 +17406,11 @@ Object GLAVehicleToxinTruck Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = YES Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 8 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 8.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn ControlledWeaponSlots = PRIMARY End @@ -17498,7 +17498,7 @@ Object GLAVehicleToxinTruck GeometryHeight = 10.0 ; set to make the projectile stream look right GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17537,16 +17537,16 @@ Object ToxinTruckStreamProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; toxins collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 500 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 @@ -17556,7 +17556,7 @@ Object ToxinTruckStreamProjectile Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:ToxinTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:ToxinTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -17604,16 +17604,16 @@ Object ToxinTruckStreamProjectileUpgraded End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 500 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 @@ -17622,7 +17622,7 @@ Object ToxinTruckStreamProjectileUpgraded Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:AnthraxTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:AnthraxTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -17711,17 +17711,17 @@ Object ToxinTruckSprayProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 50 + Mass = 50.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 1 - InitialVelocity = 1 ; in dist/sec + InitialVelocity = 1.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 0 - DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. + DistanceToTravelBeforeTurning = 0.0 + DistanceToTargetForLock = 0.0 ; If it gets within 100 of the target, it kills the target. End @@ -17788,22 +17788,22 @@ Object CleanupStreamProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 600 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 End Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:CleanupTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:CleanupTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -17851,16 +17851,16 @@ Object BioHazardCleanupStreamProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 500 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 ; GarrisonHitKillRequiredKindOf = INFANTRY ; GarrisonHitKillForbiddenKindOf = NONE ; GarrisonHitKillCount = 2 @@ -17871,7 +17871,7 @@ Object BioHazardCleanupStreamProjectile Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:CleanupTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:CleanupTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -17951,8 +17951,8 @@ Object GLAVehicleBombTruck End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -18227,7 +18227,7 @@ Object GLAVehicleBombTruck GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18318,8 +18318,8 @@ Object GLAVehicleScudLauncher End BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -18364,9 +18364,9 @@ Object GLAVehicleScudLauncher Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -18434,7 +18434,7 @@ Object GLAVehicleScudLauncher GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18493,8 +18493,8 @@ Object ChinaTankBattleMaster End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaWarFactory End @@ -18534,7 +18534,7 @@ Object ChinaTankBattleMaster Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 ; turn rate, in degrees/sec + TurretTurnRate = 120.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -18544,9 +18544,9 @@ Object ChinaTankBattleMaster Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor Behavior = HordeUpdate ModuleTag_04 - RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -18609,10 +18609,10 @@ Object ChinaTankBattleMaster Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 - GeometryHeight = 10 + GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18675,8 +18675,8 @@ Object CINE_ChinaTankBattleMaster End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaWarFactory End @@ -18716,7 +18716,7 @@ Object CINE_ChinaTankBattleMaster Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 ; turn rate, in degrees/sec + TurretTurnRate = 120.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -18781,7 +18781,7 @@ Object CINE_ChinaTankBattleMaster Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 - GeometryHeight = 10 + GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME @@ -18816,7 +18816,7 @@ Object ChinaVehicleBattleMasterDeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -18828,7 +18828,7 @@ Object ChinaVehicleBattleMasterDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -18934,9 +18934,9 @@ Object GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -18998,7 +18998,7 @@ Object GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19065,7 +19065,7 @@ Object GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19153,8 +19153,8 @@ Object GLAVehicleTechnicalChassisOne ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -19200,15 +19200,15 @@ Object GLAVehicleTechnicalChassisOne End Body = ActiveBody ModuleTag_04 - MaxHealth = 180 - InitialHealth = 180 + MaxHealth = 180.0 + InitialHealth = 180.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -19282,7 +19282,7 @@ Object GLAVehicleTechnicalChassisOne GeometryHeight = 7.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19330,9 +19330,9 @@ ObjectReskin GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19394,7 +19394,7 @@ ObjectReskin GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19462,7 +19462,7 @@ ObjectReskin GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19582,9 +19582,9 @@ ObjectReskin GLAVehicleTechnicalChassisThree GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19646,7 +19646,7 @@ ObjectReskin GLAVehicleTechnicalChassisThree GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19713,7 +19713,7 @@ ObjectReskin GLAVehicleTechnicalChassisThree GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19857,8 +19857,8 @@ Object ChinaTankOverlord End BuildCost = 2000 BuildTime = 25.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -19900,7 +19900,7 @@ Object ChinaTankOverlord Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 60 ; 30 ; 15 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; 30 ; 15 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -20017,7 +20017,7 @@ Object ChinaTankOverlord GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20121,7 +20121,7 @@ Object ChinaTankOverlordGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -20140,8 +20140,8 @@ Object ChinaTankOverlordGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = YES @@ -20167,7 +20167,7 @@ Object ChinaTankOverlordGattlingCannon GeometryHeight = 9.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20209,7 +20209,7 @@ Object ChinaTankOverlordPropagandaTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = China @@ -20220,7 +20220,7 @@ Object ChinaTankOverlordPropagandaTower Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -20260,7 +20260,7 @@ Object ChinaTankOverlordPropagandaTower GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20306,7 +20306,7 @@ Object ChinaTankOverlordBattleBunker End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = China @@ -20317,7 +20317,7 @@ Object ChinaTankOverlordBattleBunker Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -20352,7 +20352,7 @@ Object ChinaTankOverlordBattleBunker GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20386,7 +20386,7 @@ Object ChinaTankOverlordBarrelDebris End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -20398,7 +20398,7 @@ Object ChinaTankOverlordBarrelDebris Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 2000 End @@ -20441,7 +20441,7 @@ Object ChinaTankOverlordDeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -20453,7 +20453,7 @@ Object ChinaTankOverlordDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -20538,8 +20538,8 @@ Object CINE_ChinaTankOverlord End BuildCost = 1800 BuildTime = 20.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -20579,7 +20579,7 @@ Object CINE_ChinaTankOverlord Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 60 ; 30 ; 15 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; 30 ; 15 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -20696,7 +20696,7 @@ Object CINE_ChinaTankOverlord GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20778,8 +20778,8 @@ Object ChinaTankDragon End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaWarFactory End @@ -20819,13 +20819,13 @@ Object ChinaTankDragon End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 - TurretPitchRate = 120 + TurretTurnRate = 120.0 + TurretPitchRate = 120.0 AllowsPitch = YES - MinPhysicalPitch = -15 + MinPhysicalPitch = -15.0 - TurretFireAngleSweep = PRIMARY 10 - TurretFireAngleSweep = SECONDARY 60 + TurretFireAngleSweep = PRIMARY 10.0 + TurretFireAngleSweep = SECONDARY 60.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY @@ -20924,7 +20924,7 @@ Object ChinaTankDragon GeometryHeight = 11.0 ; Height set to allow clear clipping of the projectile stream GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20958,7 +20958,7 @@ Object ChinaTankDragonDeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -20970,7 +20970,7 @@ Object ChinaTankDragonDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -21022,33 +21022,33 @@ Object DragonTankFlameProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 350 DetonateOnNoFuel = YES - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit - DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. + DistanceToTargetForLock = 0.0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL DragonTankFlameLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail01 ; Covers the gap at the beginning of the line - PristineParticleSystem2 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail02 - PristineParticleSystem3 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail03 - PristineParticleSystem4 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail04 - PristineParticleSystem5 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail06 + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem2 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail02 + PristineParticleSystem3 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail03 + PristineParticleSystem4 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail04 + PristineParticleSystem5 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail06 - PristineParticleSystem6 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerSmoke01 + PristineParticleSystem6 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerSmoke01 End Behavior = BoneFXDamage ModuleTag_07 @@ -21117,33 +21117,33 @@ Object DragonTankFlameProjectileUpgraded End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 350 DetonateOnNoFuel = YES - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit - DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. + DistanceToTargetForLock = 0.0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL DragonTankFlameLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail01Upgraded ; Covers the gap at the beginning of the line - PristineParticleSystem2 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail02Upgraded - PristineParticleSystem3 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail03Upgraded - PristineParticleSystem4 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail04Upgraded - PristineParticleSystem5 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail06Upgraded + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail01Upgraded ; Covers the gap at the beginning of the line + PristineParticleSystem2 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail02Upgraded + PristineParticleSystem3 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail03Upgraded + PristineParticleSystem4 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail04Upgraded + PristineParticleSystem5 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail06Upgraded - PristineParticleSystem6 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerSmoke01 + PristineParticleSystem6 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerSmoke01 End Behavior = BoneFXDamage ModuleTag_07 @@ -21317,8 +21317,8 @@ Object ParticleUplinkCannon_OrbitalLaser End ; *** DESIGN Parameters *** - VisionRange = 100 - ShroudClearingRange = 120 + VisionRange = 100.0 + ShroudClearingRange = 120.0 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE @@ -21337,7 +21337,7 @@ Object BinaryDataStream Draw = W3DLaserDraw ModuleTag_01 Texture = EXBinaryStream.tga NumBeams = 1 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 - InnerBeamWidth = 4 ; The total width of the beam + InnerBeamWidth = 4.0 ; The total width of the beam InnerColor = R:0 G:255 B:0 A:180 ; The inside color of the laser (hot) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -0.25 ; Scrolls the texture offset this fast -- towards(-) away(+) @@ -21396,7 +21396,7 @@ Object ChinaVehicleTroopCrawler MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End @@ -21417,8 +21417,8 @@ Object ChinaVehicleTroopCrawler End BuildCost = 1400 BuildTime = 15.0 ; in seconds - VisionRange = 175 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! - ShroudClearingRange = 400 + VisionRange = 175.0 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! + ShroudClearingRange = 400.0 Prerequisites Object = ChinaWarFactory End @@ -21488,7 +21488,7 @@ Object ChinaVehicleTroopCrawler Slots = 8 InitialPayload = ChinaInfantryRedguard 8 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -21541,7 +21541,7 @@ Object ChinaVehicleTroopCrawler GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -21584,7 +21584,7 @@ Object ChinaVehicleTroopCrawlerDeadHull Behavior = SlowDeathBehavior ModuleTag_Hulk05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -21633,8 +21633,8 @@ Object ChinaVehicleTroopCrawlerEmpty End BuildCost = 700 BuildTime = 1.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaWarFactory End @@ -21691,7 +21691,7 @@ Object ChinaVehicleTroopCrawlerEmpty Behavior = TransportContain ModuleTag_06 Slots = 8 - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY End @@ -21724,7 +21724,7 @@ Object ChinaVehicleTroopCrawlerEmpty GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -21788,8 +21788,8 @@ Object ChinaVehicleInfernoCannon End BuildCost = 900 BuildTime = 15.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -21835,10 +21835,10 @@ Object ChinaVehicleInfernoCannon Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 100 - TurretPitchRate = 100 + TurretTurnRate = 100.0 + TurretPitchRate = 100.0 AllowsPitch = YES - FirePitch = 45 + FirePitch = 45.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = NO NotWhileAttacking @@ -21898,7 +21898,7 @@ Object ChinaVehicleInfernoCannon GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -21958,8 +21958,8 @@ Object CINE_ChinaVehicleInfernoCannon End BuildCost = 900 BuildTime = 15.0 ; in seconds - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -22005,10 +22005,10 @@ Object CINE_ChinaVehicleInfernoCannon Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 100 - TurretPitchRate = 100 + TurretTurnRate = 100.0 + TurretPitchRate = 100.0 AllowsPitch = YES - FirePitch = 45 + FirePitch = 45.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = NO NotWhileAttacking @@ -22083,9 +22083,9 @@ Object ChinaVehicleNukeLauncher Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 OkToChangeModelColor = YES @@ -22212,8 +22212,8 @@ Object ChinaVehicleNukeLauncher End BuildCost = 1600 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 350 + VisionRange = 180.0 + ShroudClearingRange = 350.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -22261,13 +22261,13 @@ Object ChinaVehicleNukeLauncher Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = YES End AutoAcquireEnemiesWhenIdle = NO @@ -22329,7 +22329,7 @@ Object ChinaVehicleNukeLauncher GeometryHeight = 17.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -22349,9 +22349,9 @@ Object CINE_ChinaVehicleNukeLauncher Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 OkToChangeModelColor = YES @@ -22478,8 +22478,8 @@ Object CINE_ChinaVehicleNukeLauncher End BuildCost = 1600 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 350 + VisionRange = 180.0 + ShroudClearingRange = 350.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -22527,13 +22527,13 @@ Object CINE_ChinaVehicleNukeLauncher Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = YES End AutoAcquireEnemiesWhenIdle = NO @@ -22595,7 +22595,7 @@ Object CINE_ChinaVehicleNukeLauncher GeometryHeight = 17.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -22720,8 +22720,8 @@ Object ChinaTankGattling End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = ChinaWarFactory End @@ -22767,12 +22767,12 @@ Object ChinaTankGattling Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger End AutoAcquireEnemiesWhenIdle = YES End @@ -22825,7 +22825,7 @@ Object ChinaTankGattling GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -22863,8 +22863,8 @@ Object GLALightTank End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer End @@ -22945,7 +22945,7 @@ Object GLALightTank GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -23018,8 +23018,8 @@ Object ChinaVehicleSupplyTruck TransportSlotCount = 2 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaSupplyCenter End @@ -23061,7 +23061,7 @@ Object ChinaVehicleSupplyTruck MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor @@ -23115,7 +23115,7 @@ Object ChinaVehicleSupplyTruck GeometryHeight = 14.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -23190,7 +23190,7 @@ Object AmericaVehicleDozer RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End @@ -23203,8 +23203,8 @@ Object AmericaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -23253,8 +23253,8 @@ Object AmericaVehicleDozer End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -23317,7 +23317,7 @@ Object AmericaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -23345,8 +23345,8 @@ Object GLAVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 100 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE @@ -23370,8 +23370,8 @@ Object GLAVehicleDozer End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something End Locomotor = SET_NORMAL BasicTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 @@ -23394,7 +23394,7 @@ Object GLAVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -23459,8 +23459,8 @@ Object ChinaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE @@ -23510,8 +23510,8 @@ Object ChinaVehicleDozer End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -23570,7 +23570,7 @@ Object ChinaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -23622,14 +23622,14 @@ Object ScorpionMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 4000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 30 + DistanceToTravelBeforeTurning = 30.0 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL ScorpionMissileLocomotor @@ -23677,20 +23677,20 @@ Object RangerFlashBangGrenade End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 End Behavior = DumbProjectileBehavior ModuleTag_05 ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 70% GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 10 ; ensure that a single grenade clears out all garrisoned buildings. GarrisonHitKillFX = FX_FlashBangGarrisonBuildingHit - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Geometry = SPHERE @@ -23745,11 +23745,11 @@ Object ScorpionTankShell Behavior = DumbProjectileBehavior ModuleTag_06 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_07 @@ -23815,11 +23815,11 @@ Object MarauderTankShell Behavior = DumbProjectileBehavior ModuleTag_06 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_07 @@ -23863,11 +23863,11 @@ Object GenericTankShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -23911,11 +23911,11 @@ Object BattleMasterTankShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -23963,11 +23963,11 @@ Object OverlordTankShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -24022,11 +24022,11 @@ Object NukeCannonShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 70% - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -24075,15 +24075,15 @@ Object InfernoTankShell Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 20% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 - Mass = 10 + Mass = 10.0 End Behavior = HeightDieUpdate ModuleTag_06 @@ -24141,15 +24141,15 @@ Object InfernoTankShellUpgraded Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 20% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 - Mass = 10 + Mass = 10.0 End Behavior = HeightDieUpdate ModuleTag_06 @@ -24199,7 +24199,7 @@ Object DeadTankHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -24233,7 +24233,7 @@ Object InfernoCannonHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -24267,7 +24267,7 @@ Object DeadChinaSupplyTruckHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -24302,7 +24302,7 @@ Object DeadChinaGattlingTankHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 SinkDelayVariance = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 DestructionDelayVariance = 4000 End @@ -24338,7 +24338,7 @@ Object AmericaVehicleAmbulanceDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 SinkDelayVariance = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 DestructionDelayVariance = 4000 End @@ -24374,7 +24374,7 @@ Object DeadSCUDLauncherHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -24408,7 +24408,7 @@ Object DeadToxinTractorHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -24442,7 +24442,7 @@ Object DeadQuadCannonHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -24476,7 +24476,7 @@ Object DeadBombTruckHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -24510,7 +24510,7 @@ Object DeadTechnicalVanHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -24544,7 +24544,7 @@ Object DeadTechnicalJeepHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -24578,7 +24578,7 @@ Object DeadTechnicalTruckHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -24612,7 +24612,7 @@ Object DeadRocketBuggyHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -24642,7 +24642,7 @@ End ; End ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 -; SinkRate = 2 ; in dist/sec +; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 16000 ; End ; End @@ -24672,7 +24672,7 @@ End ; End ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 -; SinkRate = 2 ; in dist/sec +; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 16000 ; End ; End @@ -24705,7 +24705,7 @@ Object DeadCrusaderHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -24738,7 +24738,7 @@ Object DeadPaladinHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -24771,7 +24771,7 @@ Object DeadMarauderHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 End End @@ -24804,7 +24804,7 @@ Object DeadScorpionHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 End End @@ -24833,7 +24833,7 @@ End ; End ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 -; SinkRate = 2 ; in dist/sec +; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 12000 ; End ; End @@ -24866,7 +24866,7 @@ Object DestroyedMilitiaTank Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 4000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -24899,7 +24899,7 @@ Object DeadRadarVanHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -24933,7 +24933,7 @@ Object ChinaDeadDozerHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -24967,7 +24967,7 @@ Object AmericaDeadDozerHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -25000,7 +25000,7 @@ Object AmericaScoutDroneHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -25032,7 +25032,7 @@ Object AmericaBattleDroneHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -25080,7 +25080,7 @@ Object AmericaJetA10Thunderbolt Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaAirfield End @@ -25170,7 +25170,7 @@ Object AmericaJetA10Thunderbolt GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -25268,7 +25268,7 @@ Object AmericaVehicleChinook Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1200 BuildTime = 10.0 ; in seconds Prerequisites @@ -25326,7 +25326,7 @@ Object AmericaVehicleChinook MaxBoxes = 8 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another @@ -25336,12 +25336,12 @@ Object AmericaVehicleChinook PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 - RopeWobbleLen = 10 + RopeWobbleLen = 10.0 RopeWobbleAmplitude = 0.25 - RopeWobbleRate = 180 - RopeFinalHeight = 10 ; stop this far above ground - RappelSpeed = 30 - MinDropHeight = 40 ; if dropping into a tall building, go at least this far above it + RopeWobbleRate = 180.0 + RopeFinalHeight = 10.0 ; stop this far above ground + RappelSpeed = 30.0 + MinDropHeight = 40.0 ; if dropping into a tall building, go at least this far above it End Locomotor = SET_NORMAL ChinookLocomotor @@ -25363,15 +25363,15 @@ Object AmericaVehicleChinook SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -25382,7 +25382,7 @@ Object AmericaVehicleChinook OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = ChinookRubbleHull End @@ -25398,7 +25398,7 @@ Object AmericaVehicleChinook GeometryHeight = 12.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -25474,8 +25474,8 @@ Object AmericaTankPaladin ; End BuildCost = 1100 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory Science = SCIENCE_PaladinTank @@ -25518,11 +25518,11 @@ Object AmericaTankPaladin Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End ; AltTurret - ; TurretTurnRate = 9000 + ; TurretTurnRate = 9000.0 ; ControlledWeaponSlots = SECONDARY ; End AutoAcquireEnemiesWhenIdle = YES @@ -25630,7 +25630,7 @@ Object AmericaTankPaladin GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -25712,8 +25712,8 @@ Object ChinaAmbassador Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 ExperienceValue = 50 100 150 400 ; Experience point value at each level ExperienceRequired = 0 150 450 900 ; Experience points needed to gain each level @@ -25768,8 +25768,8 @@ Object ChinaAmbassador GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -25790,7 +25790,7 @@ Object AmericaInfantryBiohazardTech ; NORMAL STANDING DefaultConditionState Model = AITECH_SKN - IdleAnimation = AITECH_SKL.AITECH_STA 0 21 + IdleAnimation = AITECH_SKL.AITECH_STA 0.0 21 ; Regular spice animations IdleAnimation = AITECH_SKL.AITECH_IDA IdleAnimation = AITECH_SKL.AITECH_IDB @@ -25813,7 +25813,7 @@ Object AmericaInfantryBiohazardTech ConditionState = MOVING FIRING_A - Animation = AITECH_SKL.AITECH_WKB 15 + Animation = AITECH_SKL.AITECH_WKB 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -25823,7 +25823,7 @@ Object AmericaInfantryBiohazardTech AliasConditionState = MOVING RELOADING_A ConditionState = MOVING - Animation = AITECH_SKL.AITECH_WKA 15 + Animation = AITECH_SKL.AITECH_WKA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -25905,8 +25905,8 @@ Object AmericaInfantryBiohazardTech DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -25955,7 +25955,7 @@ Object AmericaInfantryBiohazardTech End Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -25999,10 +25999,10 @@ Object AmericaInfantryBiohazardTech SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -26025,8 +26025,8 @@ Object AmericaInfantryBiohazardTech GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT End @@ -26046,7 +26046,7 @@ Object CINE_AmericaInfantryBiohazardTech ; NORMAL STANDING DefaultConditionState Model = AITECH_SKN - IdleAnimation = AITECH_SKL.AITECH_STA 0 21 + IdleAnimation = AITECH_SKL.AITECH_STA 0.0 21 ; Regular spice animations IdleAnimation = AITECH_SKL.AITECH_IDA IdleAnimation = AITECH_SKL.AITECH_IDB @@ -26069,7 +26069,7 @@ Object CINE_AmericaInfantryBiohazardTech ConditionState = MOVING FIRING_A - Animation = AITECH_SKL.AITECH_WKB 15 + Animation = AITECH_SKL.AITECH_WKB 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -26079,7 +26079,7 @@ Object CINE_AmericaInfantryBiohazardTech AliasConditionState = MOVING RELOADING_A ConditionState = MOVING - Animation = AITECH_SKL.AITECH_WKA 15 + Animation = AITECH_SKL.AITECH_WKA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -26161,8 +26161,8 @@ Object CINE_AmericaInfantryBiohazardTech DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -26211,7 +26211,7 @@ Object CINE_AmericaInfantryBiohazardTech End Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -26255,10 +26255,10 @@ Object CINE_AmericaInfantryBiohazardTech SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -26281,8 +26281,8 @@ Object CINE_AmericaInfantryBiohazardTech GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT End @@ -26303,7 +26303,7 @@ Object ChinaInfantryOfficer ; NORMAL STANDING DefaultConditionState Model = NIOFCR_SKN - IdleAnimation = NIOFCR_SKL.NIOFCR_STA 0 21 + IdleAnimation = NIOFCR_SKL.NIOFCR_STA 0.0 21 ; Regular spice animations IdleAnimation = NIOFCR_SKL.NIOFCR_IDA IdleAnimation = NIOFCR_SKL.NIOFCR_IDB @@ -26426,8 +26426,8 @@ Object ChinaInfantryOfficer Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaBarracks End @@ -26486,10 +26486,10 @@ Object ChinaInfantryOfficer SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -26516,8 +26516,8 @@ Object ChinaInfantryOfficer GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -26536,7 +26536,7 @@ Object AmericaInfantryOfficer ; NORMAL STANDING DefaultConditionState Model = AIOFCR_SKN - IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 + IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0.0 21 ; Regular spice animations IdleAnimation = AIOFCR_SKL.AIOFCR_IDA IdleAnimation = AIOFCR_SKL.AIOFCR_IDB @@ -26660,8 +26660,8 @@ Object AmericaInfantryOfficer Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 BuildCost = 400 BuildTime = 10.0 ; in seconds @@ -26689,7 +26689,7 @@ Object AmericaInfantryOfficer End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -26724,10 +26724,10 @@ Object AmericaInfantryOfficer SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -26754,8 +26754,8 @@ Object AmericaInfantryOfficer GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -26791,8 +26791,8 @@ Object AmericaInfantrySecretService Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AmericaBarracks End @@ -26821,7 +26821,7 @@ Object AmericaInfantrySecretService End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -26866,8 +26866,8 @@ Object AmericaInfantrySecretService GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -26888,7 +26888,7 @@ Object ChinaInfantryAgent ; NORMAL STANDING DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 21 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 21 ; Regular spice animations IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB @@ -26932,7 +26932,7 @@ Object ChinaInfantryAgent AliasConditionState = MOVING RELOADING_B ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 15 + Animation = AIRngr_SKL.AIRngr_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -26953,7 +26953,7 @@ Object ChinaInfantryAgent ; note that playing animations at abnormal speeds may look odd in some cases. ; (e.g., a "limping" animation played too fast looks really odd.) - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -27033,8 +27033,8 @@ Object ChinaInfantryAgent Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaBarracks Object = ChinaPropagandaCenter @@ -27116,8 +27116,8 @@ Object ChinaInfantryAgent GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -27274,8 +27274,8 @@ Object GLATankMarauder End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Science = SCIENCE_MarauderTank @@ -27369,7 +27369,7 @@ Object GLATankMarauder GeometryHeight = 9.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -27392,7 +27392,7 @@ Object ChinaInfantryHacker ; NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN - IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 + IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0.0 25 ; Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB @@ -27403,7 +27403,7 @@ Object ChinaInfantryHacker AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = NIHCKR_SKL.NIHCKR_RNA 14 + Animation = NIHCKR_SKL.NIHCKR_RNA 14.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -27515,8 +27515,8 @@ Object ChinaInfantryHacker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaBarracks Object = ChinaPropagandaCenter @@ -27631,10 +27631,10 @@ Object ChinaInfantryHacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -27667,8 +27667,8 @@ Object ChinaInfantryHacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -27733,8 +27733,8 @@ Object GLAVehicleRadarVan End BuildCost = 500 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 500 + VisionRange = 200.0 + ShroudClearingRange = 500.0 Prerequisites Object = GLAArmsDealer End @@ -27767,8 +27767,8 @@ Object GLAVehicleRadarVan KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL Body = ActiveBody ModuleTag_02 - MaxHealth = 200 - InitialHealth = 200 + MaxHealth = 200.0 + InitialHealth = 200.0 End ExperienceValue = 20 20 20 20 ; Experience point value at each level @@ -27801,7 +27801,7 @@ Object GLAVehicleRadarVan Behavior = AIUpdateInterface ModuleTag_09 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 ControlledWeaponSlots = PRIMARY End End @@ -27866,7 +27866,7 @@ Object GLAVehicleRadarVan GeometryHeight = 12.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -27877,16 +27877,16 @@ Object AmericaVehicleBattleShip ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = YES - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 ConditionState = NONE Model = AVBattleSh Animation = AVBattleSh.AVBattleSh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle @@ -27922,8 +27922,8 @@ Object AmericaVehicleBattleShip Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 ; *** AUDIO Parameters *** SoundAmbient = BattleshipAmbientLoop @@ -27943,18 +27943,18 @@ Object AmericaVehicleBattleShip End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 12 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 12.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 180 ; this turret points backwards normally + NaturalTurretAngle = 180.0 ; this turret points backwards normally End AltTurret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 15 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 15.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY @@ -27969,7 +27969,7 @@ Object AmericaVehicleBattleShip Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 - GeometryHeight = 40 + GeometryHeight = 40.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -28017,7 +28017,7 @@ Object AmericaBattleshipBogusTarget ; this weapon isn't fired... to trigger it, you must do damage under Script ; control, which ignores our armor.) - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End Geometry = SPHERE @@ -28057,8 +28057,8 @@ Object AmericaVehicleRepairDrone End BuildCost = 700 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AmericaWarFactory End @@ -28090,7 +28090,7 @@ Object AmericaVehicleRepairDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -28285,10 +28285,10 @@ Object AmericaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -28297,7 +28297,7 @@ Object AmericaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ; gs I added PARACHUTABLE as a catch-all to prevent making new KindOfs (like CRATE) @@ -28310,7 +28310,7 @@ Object AmericaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -28337,7 +28337,7 @@ Object AmericaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -28483,10 +28483,10 @@ Object GLAJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -28495,7 +28495,7 @@ Object GLAJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE FORCEATTACKABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -28529,7 +28529,7 @@ Object GLAJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -28552,7 +28552,7 @@ Object GLAJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -28675,10 +28675,10 @@ Object ChinaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -28687,7 +28687,7 @@ Object ChinaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -28731,7 +28731,7 @@ Object ChinaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -28754,7 +28754,7 @@ Object ChinaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -28820,8 +28820,8 @@ Object AmericaVehiclePOWTruck Buildable = NO ; BuildCost = 500 ; BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 ExperienceValue = 50 50 50 50 ; Experience point value at each level ExperienceRequired = 0 150 450 900 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -28957,8 +28957,8 @@ End ; End ; BuildCost = 500 ; BuildTime = 10.0 ; in seconds -; VisionRange = 200 -; ShroudClearingRange = 300 +; VisionRange = 200.0 +; ShroudClearingRange = 300.0 ; ExperienceValue = 50 50 50 50 ; Experience point value at each level ; ExperienceRequired = 0 150 450 900 ; Experience points needed to gain each level ; IsTrainable = YES ; Can gain experience @@ -29078,8 +29078,8 @@ End ; End ; BuildCost = 500 ; BuildTime = 10.0 ; in seconds -; VisionRange = 200 -; ShroudClearingRange = 300 +; VisionRange = 200.0 +; ShroudClearingRange = 300.0 ; ExperienceValue = 50 50 50 50 ; Experience point value at each level ; ExperienceRequired = 0 150 450 900 ; Experience points needed to gain each level ; IsTrainable = YES ; Can gain experience @@ -29188,11 +29188,11 @@ Object GLAAngryMobRockProjectileObject TumbleRandomly = YES ; not implemented, alas DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 ; lorenzen sez, please keep this, it allows tumbling @@ -29237,11 +29237,11 @@ Object GLAAngryMobMolotovCocktailProjectileObject TumbleRandomly = YES ; not implemented, alas DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 30 ; TALL ARC LOOK GOOD - SecondHeight = 30 ; TALL ARC LOOK GOOD + FirstHeight = 30.0 ; TALL ARC LOOK GOOD + SecondHeight = 30.0 ; TALL ARC LOOK GOOD FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_04 ; lorenzen sez, please keep this, it allows tumbling @@ -29280,7 +29280,7 @@ Object ChinaArtilleryCannon Side = China TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 99999.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = AirplaneArmor @@ -29320,8 +29320,8 @@ Object ChinaArtilleryCannon GeometryMinorRadius = 1.0 GeometryHeight = 1.0 Shadow = SHADOW_DECAL - ShadowSizeX = 1 - ShadowSizeY = 1 + ShadowSizeX = 1.0 + ShadowSizeY = 1.0 ShadowTexture = ShadowI End @@ -29393,12 +29393,12 @@ Object ChinaArtilleryBarrageShell ; End Behavior = PhysicsBehavior ModuleTag_08 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_09 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 30 ; in dist/sec + InitialVelocity = 30.0 ; in dist/sec IgnitionDelay = 0 End ; It's a missile, it needs to hit so it can be +DETONATED @@ -29454,8 +29454,8 @@ Object CINE_ChinaVehicleTroopCrawlerEmpty End BuildCost = 700 BuildTime = 1.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaWarFactory End @@ -29511,7 +29511,7 @@ Object CINE_ChinaVehicleTroopCrawlerEmpty Behavior = TransportContain ModuleTag_06 Slots = 10 - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY End @@ -29569,7 +29569,7 @@ Object CINE_ChinaInfantryRedguard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -29652,18 +29652,18 @@ Object CINE_ChinaInfantryRedguard TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -29726,7 +29726,7 @@ Object CINE_ChinaInfantryRedguard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_RNA 48 ; used to be 26 + Animation = NICNSC_SKL.NICNSC_RNA 48.0 ; used to be 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -29734,7 +29734,7 @@ Object CINE_ChinaInfantryRedguard AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = NICNSC_SKL.NICNSC_RNB 28 + Animation = NICNSC_SKL.NICNSC_RNB 28.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged @@ -29836,8 +29836,8 @@ Object CINE_ChinaInfantryRedguard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaBarracks End @@ -29894,9 +29894,9 @@ Object CINE_ChinaInfantryRedguard Locomotor = SET_NORMAL CINE_RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -29937,10 +29937,10 @@ Object CINE_ChinaInfantryRedguard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -29987,8 +29987,8 @@ Object CINE_ChinaInfantryRedguard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -30089,7 +30089,7 @@ Object CINE_AmericaJetRaptor Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaAirfield End @@ -30109,7 +30109,7 @@ Object CINE_AmericaJetRaptor End BuildCost = 1400 - BuildTime = 1 + BuildTime = 1.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -30196,8 +30196,8 @@ Object CINE_AmericaJetRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 3 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -30216,7 +30216,7 @@ Object CINE_AmericaJetRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -30361,10 +30361,10 @@ Object CINE_AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL CINE_B52Locomotor @@ -30373,7 +30373,7 @@ Object CINE_AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -30385,7 +30385,7 @@ Object CINE_AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -30408,7 +30408,7 @@ Object CINE_AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -30439,7 +30439,7 @@ Object CINE_GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrd_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -30449,7 +30449,7 @@ Object CINE_GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -30458,7 +30458,7 @@ Object CINE_GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 21 ; used to be 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 21.0 ; used to be 15 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -30466,7 +30466,7 @@ Object CINE_GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -30590,8 +30590,8 @@ Object CINE_GLAInfantryRebel Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks End @@ -30649,7 +30649,7 @@ Object CINE_GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -30692,10 +30692,10 @@ Object CINE_GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -30744,13 +30744,13 @@ Object CINE_GLAInfantryRebel Geometry = CYLINDER - GeometryMajorRadius = 1 - GeometryMinorRadius = 1 + GeometryMajorRadius = 1.0 + GeometryMinorRadius = 1.0 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -30776,7 +30776,7 @@ Object CINE_GLAInfantryTunnelDefender DefaultConditionState Model = UITunF_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -30788,10 +30788,10 @@ Object CINE_GLAInfantryTunnelDefender ConditionState = MOVING Animation = UITunF_SKL.UITunF_WKA 18.5 ; used to be 16 - Animation = UITunF_SKL.UITunF_WKB 36 ; used to be 30 - Animation = UITunF_SKL.UITunF_WKC 40 ; used to be 30 - Animation = UITunF_SKL.UITunF_RNA 25 ; used to be 15 - Animation = UITunF_SKL.UITunF_RNB 38 ; used to be 25 + Animation = UITunF_SKL.UITunF_WKB 36.0 ; used to be 30 + Animation = UITunF_SKL.UITunF_WKC 40.0 ; used to be 30 + Animation = UITunF_SKL.UITunF_RNA 25.0 ; used to be 15 + Animation = UITunF_SKL.UITunF_RNB 38.0 ; used to be 25 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -30864,8 +30864,8 @@ Object CINE_GLAInfantryTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = GLATunnelNetwork ; End @@ -30940,10 +30940,10 @@ Object CINE_GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -30970,8 +30970,8 @@ Object CINE_GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -31066,9 +31066,9 @@ Object CINE_GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31130,7 +31130,7 @@ Object CINE_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31197,7 +31197,7 @@ Object CINE_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31285,8 +31285,8 @@ Object CINE_GLAVehicleTechnicalChassisOne ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 300 + VisionRange = 100.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -31331,15 +31331,15 @@ Object CINE_GLAVehicleTechnicalChassisOne End Body = ActiveBody ModuleTag_04 - MaxHealth = 180 - InitialHealth = 180 + MaxHealth = 180.0 + InitialHealth = 180.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -31461,9 +31461,9 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisTwo CINE_GLAVehicleTechnicalChassisO DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31525,7 +31525,7 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisTwo CINE_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31593,7 +31593,7 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisTwo CINE_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31708,9 +31708,9 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisThree CINE_GLAVehicleTechnicalChassi DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31772,7 +31772,7 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisThree CINE_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31836,7 +31836,7 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisThree CINE_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -31973,7 +31973,7 @@ Object CINE_AmericaVehicleComanche Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 400.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield End @@ -32011,7 +32011,7 @@ Object CINE_AmericaVehicleComanche DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -32059,7 +32059,7 @@ Object CINE_AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -32070,8 +32070,8 @@ Object CINE_AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -32087,15 +32087,15 @@ Object CINE_AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -32110,7 +32110,7 @@ Object CINE_AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -32131,7 +32131,7 @@ Object CINE_AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -32216,8 +32216,8 @@ Object CINE_GLATankScorpion End BuildCost = 600 BuildTime = 7.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -32256,7 +32256,7 @@ Object CINE_GLATankScorpion Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -32433,7 +32433,7 @@ Object CINE_ChinaJetMIG End BuildCost = 1000 - BuildTime = 10 + BuildTime = 10.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -32498,7 +32498,7 @@ Object CINE_ChinaJetMIG ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -32533,7 +32533,7 @@ Object CINE_ChinaJetMIG Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -32583,8 +32583,8 @@ Object CINE_GLAInfantryAngryMobNexus BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 200 ; it can scout for the spawn - ShroudClearingRange = 0 + VisionRange = 200.0 ; it can scout for the spawn + ShroudClearingRange = 0.0 Prerequisites Object = GLABarracks @@ -32691,10 +32691,10 @@ Object CINE_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0.0 12 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -32783,9 +32783,9 @@ Object CINE_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0.0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -32945,8 +32945,8 @@ Object CINE_GLAInfantryAngryMobPistol01 Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -33023,10 +33023,10 @@ Object CINE_GLAInfantryAngryMobPistol01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -33052,8 +33052,8 @@ Object CINE_GLAInfantryAngryMobPistol01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -33074,10 +33074,10 @@ Object CINE_GLAInfantryAngryMobPistol03 DefaultConditionState ; Idle with pistol holstered Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0.0 12 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -33165,9 +33165,9 @@ Object CINE_GLAInfantryAngryMobPistol03 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0.0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -33319,8 +33319,8 @@ Object CINE_GLAInfantryAngryMobPistol03 Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -33397,10 +33397,10 @@ Object CINE_GLAInfantryAngryMobPistol03 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -33426,8 +33426,8 @@ Object CINE_GLAInfantryAngryMobPistol03 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -33448,10 +33448,10 @@ Object CINE_GLAInfantryAngryMobPistol05 DefaultConditionState ; Idle with pistol holstered Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0.0 12 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -33540,9 +33540,9 @@ Object CINE_GLAInfantryAngryMobPistol05 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0.0 6 IdleAnimation = UIMOB05_SKL.UIMOB05_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -33698,8 +33698,8 @@ Object CINE_GLAInfantryAngryMobPistol05 Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -33776,10 +33776,10 @@ Object CINE_GLAInfantryAngryMobPistol05 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -33805,8 +33805,8 @@ Object CINE_GLAInfantryAngryMobPistol05 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -33826,7 +33826,7 @@ Object CINE_AmericaInfantryColonelBurton ; idle DefaultConditionState Model = AIHERO_SKN - IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 + IdleAnimation = AIHERO_SKL.AIHERO_STA 0.0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE @@ -33837,7 +33837,7 @@ Object CINE_AmericaInfantryColonelBurton ; injured idle ConditionState = REALLYDAMAGED - IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 + IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0.0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE @@ -33851,7 +33851,7 @@ Object CINE_AmericaInfantryColonelBurton ; moving ConditionState = MOVING - Animation = AIHERO_SKL.AIHERO_RNA 34 + Animation = AIHERO_SKL.AIHERO_RNA 34.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Stand @@ -33866,7 +33866,7 @@ Object CINE_AmericaInfantryColonelBurton ; injured moving ConditionState = MOVING REALLYDAMAGED - Animation = AIHERO_SKL.AIHERO_IRNA 26 + Animation = AIHERO_SKL.AIHERO_IRNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_StandInjured @@ -34092,8 +34092,8 @@ Object CINE_AmericaInfantryColonelBurton Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 250 - ShroudClearingRange = 500 + VisionRange = 250.0 + ShroudClearingRange = 500.0 Prerequisites Object = AmericaBarracks Object = AmericaStrategyCenter @@ -34148,7 +34148,7 @@ Object CINE_AmericaInfantryColonelBurton Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -34245,10 +34245,10 @@ Object CINE_AmericaInfantryColonelBurton SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -34281,8 +34281,8 @@ Object CINE_AmericaInfantryColonelBurton GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -34445,7 +34445,7 @@ Object CINE_GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -34475,8 +34475,8 @@ Object CINE_GLAVehicleQuadCannon End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 350 - ShroudClearingRange = 300 + VisionRange = 350.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -34526,8 +34526,8 @@ Object CINE_GLAVehicleQuadCannon Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -34672,8 +34672,8 @@ Object CINE_GLAVehicleScudLauncher End BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 500 - ShroudClearingRange = 300 + VisionRange = 500.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -34716,9 +34716,9 @@ Object CINE_GLAVehicleScudLauncher Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -34853,8 +34853,8 @@ Object CINE_GLAVehicleBombTruck End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -35221,7 +35221,7 @@ Object CINE_AmericaVehicleChinook Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1200 BuildTime = 10.0 ; in seconds Prerequisites @@ -35279,7 +35279,7 @@ Object CINE_AmericaVehicleChinook MaxBoxes = 8 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another @@ -35289,12 +35289,12 @@ Object CINE_AmericaVehicleChinook PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 - RopeWobbleLen = 10 + RopeWobbleLen = 10.0 RopeWobbleAmplitude = 0.25 - RopeWobbleRate = 180 - RopeFinalHeight = 10 ; stop this far above ground - RappelSpeed = 30 - MinDropHeight = 40 ; if dropping into a tall building, go at least this far above it + RopeWobbleRate = 180.0 + RopeFinalHeight = 10.0 ; stop this far above ground + RappelSpeed = 30.0 + MinDropHeight = 40.0 ; if dropping into a tall building, go at least this far above it End Locomotor = SET_NORMAL CINE_ChinookLocomotor @@ -35316,15 +35316,15 @@ Object CINE_AmericaVehicleChinook SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -35335,7 +35335,7 @@ Object CINE_AmericaVehicleChinook OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = ChinookRubbleHull End @@ -35351,7 +35351,7 @@ Object CINE_AmericaVehicleChinook GeometryHeight = 12.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -35433,8 +35433,8 @@ Object CINE_ChinaTankDragon End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaWarFactory End @@ -35474,11 +35474,11 @@ Object CINE_ChinaTankDragon End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 - TurretPitchRate = 120 + TurretTurnRate = 120.0 + TurretPitchRate = 120.0 - TurretFireAngleSweep = PRIMARY 10 - TurretFireAngleSweep = SECONDARY 60 + TurretFireAngleSweep = PRIMARY 10.0 + TurretFireAngleSweep = SECONDARY 60.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY @@ -35601,7 +35601,7 @@ Object CINE_ChinaInfantryBlackLotus ; idle DefaultConditionState Model = NIHERO_SKN - IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 + IdleAnimation = NIHERO_SKL.NIHERO_STA 0.0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE @@ -35609,7 +35609,7 @@ Object CINE_ChinaInfantryBlackLotus End ConditionState = REALLYDAMAGED - IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 + IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0.0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured @@ -35622,7 +35622,7 @@ Object CINE_ChinaInfantryBlackLotus ; moving ConditionState = MOVING - Animation = NIHero_SKL.NIHero_RNA 20 ; used to have no value here + Animation = NIHero_SKL.NIHero_RNA 20.0 ; used to have no value here AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -35782,8 +35782,8 @@ Object CINE_ChinaInfantryBlackLotus Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaBarracks Object = ChinaPropagandaCenter @@ -35933,10 +35933,10 @@ Object CINE_ChinaInfantryBlackLotus SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -35969,8 +35969,8 @@ Object CINE_ChinaInfantryBlackLotus GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -36163,7 +36163,7 @@ Object CINE_AmericaJetStealthFighter ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -36208,7 +36208,7 @@ Object CINE_AmericaJetStealthFighter GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -36400,7 +36400,7 @@ Object CINE_AmericaJetStealthFighterUSA08 ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -36445,7 +36445,7 @@ Object CINE_AmericaJetStealthFighterUSA08 GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -36467,7 +36467,7 @@ Object CINE_GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -36499,7 +36499,7 @@ Object CINE_GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 23 ; used to be 15 + Animation = UITRST_SKL.UITRST_RNA 23.0 ; used to be 15 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -36508,7 +36508,7 @@ Object CINE_GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -36579,8 +36579,8 @@ Object CINE_GLAInfantryTerrorist Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLABarracks End @@ -36657,10 +36657,10 @@ Object CINE_GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack @@ -36680,8 +36680,8 @@ Object CINE_GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -36741,7 +36741,7 @@ Object CINE_GLAVehicleToxinTruck RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray @@ -36774,8 +36774,8 @@ Object CINE_GLAVehicleToxinTruck End BuildCost = 600 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer End @@ -36821,11 +36821,11 @@ Object CINE_GLAVehicleToxinTruck Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = YES Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 8 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 8.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn ControlledWeaponSlots = PRIMARY End @@ -36919,7 +36919,7 @@ Object CINE_AmericaInfantryOfficer ; NORMAL STANDING DefaultConditionState Model = AIOFCR_SKN - IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 + IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0.0 21 ; Regular spice animations IdleAnimation = AIOFCR_SKL.AIOFCR_IDA IdleAnimation = AIOFCR_SKL.AIOFCR_IDB @@ -37043,8 +37043,8 @@ Object CINE_AmericaInfantryOfficer Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 BuildCost = 400 BuildTime = 10.0 ; in seconds @@ -37072,7 +37072,7 @@ Object CINE_AmericaInfantryOfficer End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -37107,10 +37107,10 @@ Object CINE_AmericaInfantryOfficer SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -37137,8 +37137,8 @@ Object CINE_AmericaInfantryOfficer GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -37218,8 +37218,8 @@ Object CINE_ChinaAmbassador Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 ExperienceValue = 50 100 150 400 ; Experience point value at each level ExperienceRequired = 0 150 450 900 ; Experience points needed to gain each level @@ -37274,8 +37274,8 @@ Object CINE_ChinaAmbassador GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -37301,14 +37301,14 @@ Object CINE_GLAInfantryWorker DefaultConditionState HideSubObject = BOX MINED_SKIN Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Stand @@ -37330,7 +37330,7 @@ Object CINE_GLAInfantryWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector @@ -37341,19 +37341,19 @@ Object CINE_GLAInfantryWorker ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB1 AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_MetalDetector TRANS_Stand ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB2 AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -37367,7 +37367,7 @@ Object CINE_GLAInfantryWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -37457,8 +37457,8 @@ Object CINE_GLAInfantryWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -37502,12 +37502,12 @@ Object CINE_GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -37542,10 +37542,10 @@ Object CINE_GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -37580,8 +37580,8 @@ Object CINE_GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -37656,7 +37656,7 @@ Object CINE_AmericaVehicleComanche02 Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 400.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield End @@ -37694,7 +37694,7 @@ Object CINE_AmericaVehicleComanche02 DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -37742,7 +37742,7 @@ Object CINE_AmericaVehicleComanche02 End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -37753,8 +37753,8 @@ Object CINE_AmericaVehicleComanche02 ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -37770,15 +37770,15 @@ Object CINE_AmericaVehicleComanche02 SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -37793,7 +37793,7 @@ Object CINE_AmericaVehicleComanche02 OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -37814,7 +37814,7 @@ Object CINE_AmericaVehicleComanche02 GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -37838,7 +37838,7 @@ Object CINE_AmericaInfantryPilot DefaultConditionState Model = AIRPlt_SKN - IdleAnimation = AIRPlt_SKL.AIRPlt_SST 0 20 + IdleAnimation = AIRPlt_SKL.AIRPlt_SST 0.0 20 AnimationMode = ONCE TransitionKey = TRANS_Stand End @@ -37933,8 +37933,8 @@ Object CINE_AmericaInfantryPilot DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -37981,14 +37981,14 @@ Object CINE_AmericaInfantryPilot Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End @@ -38029,10 +38029,10 @@ Object CINE_AmericaInfantryPilot SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_GIDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -38065,8 +38065,8 @@ Object CINE_AmericaInfantryPilot GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT diff --git a/Generals/Data/INI/Object/NatureProp.ini b/Generals/Data/INI/Object/NatureProp.ini index 827ba2b..bc2849f 100644 --- a/Generals/Data/INI/Object/NatureProp.ini +++ b/Generals/Data/INI/Object/NatureProp.ini @@ -55,7 +55,7 @@ Object GenericTree RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -65,8 +65,8 @@ Object GenericTree OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 @@ -79,7 +79,7 @@ Object GenericTree End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -87,7 +87,7 @@ Object GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 @@ -126,7 +126,7 @@ ObjectReskin TreeDogwood1 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -163,7 +163,7 @@ ObjectReskin TreeDogwood1Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -217,7 +217,7 @@ Object Bush01 RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -227,21 +227,21 @@ Object Bush01 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 End @@ -290,7 +290,7 @@ Object BurningEmber ; End Behavior = PhysicsBehavior ModuleTag_02 - Mass = 2 + Mass = 2.0 KillWhenRestingOnGround = YES End Behavior = LifetimeUpdate ModuleTag_03 @@ -301,7 +301,7 @@ Object BurningEmber Behavior = SlowDeathBehavior ModuleTag_04 SinkDelay = 100 SinkDelayVariance = 100 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 100 DestructionDelayVariance = 100 End @@ -357,14 +357,14 @@ Object ReedGreen End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 @@ -417,14 +417,14 @@ Object ReedGreen2 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 @@ -463,7 +463,7 @@ ObjectReskin TreeCypress01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -502,7 +502,7 @@ ObjectReskin TreeCypress02 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -559,7 +559,7 @@ Object TreeFir01B RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -569,8 +569,8 @@ Object TreeFir01B OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 @@ -583,7 +583,7 @@ Object TreeFir01B End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -591,7 +591,7 @@ Object TreeFir01B Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL End @@ -647,7 +647,7 @@ Object TreeCherryBlossom01 RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -657,8 +657,8 @@ Object TreeCherryBlossom01 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 @@ -671,7 +671,7 @@ Object TreeCherryBlossom01 End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -679,7 +679,7 @@ Object TreeCherryBlossom01 Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL End @@ -735,7 +735,7 @@ Object TreeCherryBlossom02 RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -745,8 +745,8 @@ Object TreeCherryBlossom02 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 @@ -759,7 +759,7 @@ Object TreeCherryBlossom02 End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -767,7 +767,7 @@ Object TreeCherryBlossom02 Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL End @@ -806,7 +806,7 @@ ObjectReskin TreeDogwood2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -846,7 +846,7 @@ ObjectReskin TreeDogwood3 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -886,7 +886,7 @@ ObjectReskin TreeDogwood4 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -926,7 +926,7 @@ ObjectReskin TreeDogwood5 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -966,7 +966,7 @@ ObjectReskin TreeDogwood6 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1006,7 +1006,7 @@ ObjectReskin TreeDogwood7 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1046,7 +1046,7 @@ ObjectReskin TreeDogwood8 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1086,7 +1086,7 @@ ObjectReskin TreeOak1 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1123,7 +1123,7 @@ ObjectReskin TreeOakFall1 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1161,7 +1161,7 @@ ObjectReskin TreeOakFall2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1199,7 +1199,7 @@ ObjectReskin TreeOakFall3 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1237,7 +1237,7 @@ ObjectReskin TreeOakFall4 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1275,7 +1275,7 @@ ObjectReskin TreeOakFall5 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1313,7 +1313,7 @@ ObjectReskin TreeOakFall6 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1351,7 +1351,7 @@ ObjectReskin TreeOakFall7 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1389,7 +1389,7 @@ ObjectReskin TreeOakFall8 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1426,7 +1426,7 @@ ObjectReskin TreeOrangeTree01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - ; GeometryHeight = 15 + ; GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL End @@ -1465,7 +1465,7 @@ ObjectReskin TreeFir01snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1505,7 +1505,7 @@ ObjectReskin TreePalm1 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1547,7 +1547,7 @@ ObjectReskin TreePalm2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1587,7 +1587,7 @@ ObjectReskin TreePalm2short GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1628,7 +1628,7 @@ ObjectReskin TreePalm1short GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1669,7 +1669,7 @@ ObjectReskin TreeSpruceSnow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1709,7 +1709,7 @@ ObjectReskin TreeSpruce GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1749,7 +1749,7 @@ ObjectReskin TreeSpruce2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1780,7 +1780,7 @@ Object TreeSpruceStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -1813,7 +1813,7 @@ Object TreeBurnedStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -1859,7 +1859,7 @@ ObjectReskin TreePineSnow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1899,7 +1899,7 @@ ObjectReskin TreePine GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1939,7 +1939,7 @@ ObjectReskin TreePine2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1979,7 +1979,7 @@ ObjectReskin TreePine3 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2019,7 +2019,7 @@ ObjectReskin TreePine3snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2059,7 +2059,7 @@ ObjectReskin TreePine4 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2099,7 +2099,7 @@ ObjectReskin TreePine4snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2139,7 +2139,7 @@ ObjectReskin TreePine4snow2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2179,7 +2179,7 @@ ObjectReskin TreePine5 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2219,7 +2219,7 @@ ObjectReskin TreePine5snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2259,7 +2259,7 @@ ObjectReskin TreePine5snow2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2288,7 +2288,7 @@ Object TreePineStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -2322,7 +2322,7 @@ Object TreeOakStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -2367,7 +2367,7 @@ ObjectReskin TreeMaple1 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -2405,7 +2405,7 @@ ObjectReskin TreeMaple2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -2432,7 +2432,7 @@ Object TreeMapleStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -2730,7 +2730,7 @@ Object Hedge1 BounceVelocityPercent = 20% ; hedges don't really bounce (much) (default: 30%) End Behavior = SlowDeathBehavior ModuleTag_03 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -2794,8 +2794,8 @@ ObjectReskin Bush02 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2832,8 +2832,8 @@ ObjectReskin Bush03 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2870,8 +2870,8 @@ ObjectReskin Bush04 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2908,8 +2908,8 @@ ObjectReskin Bush05 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2946,8 +2946,8 @@ ObjectReskin Bush06 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2984,8 +2984,8 @@ ObjectReskin Bush07 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3022,8 +3022,8 @@ ObjectReskin Bush08 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3060,8 +3060,8 @@ ObjectReskin Bush09 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3098,8 +3098,8 @@ ObjectReskin Bush10 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3136,8 +3136,8 @@ ObjectReskin Bush11 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3174,8 +3174,8 @@ ObjectReskin Bush12Snow Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3213,8 +3213,8 @@ ObjectReskin Bush13Snow Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3254,8 +3254,8 @@ ObjectReskin Bush14Snow Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3294,8 +3294,8 @@ ObjectReskin Bush15 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3332,8 +3332,8 @@ ObjectReskin Bush16 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3408,7 +3408,7 @@ ObjectReskin TreeSpruce03 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3448,7 +3448,7 @@ ObjectReskin TreeSpruce03Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3488,7 +3488,7 @@ ObjectReskin TreeSpruce04 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3528,7 +3528,7 @@ ObjectReskin TreeSpruce04Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3568,7 +3568,7 @@ ObjectReskin TreeSpruce05 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3608,7 +3608,7 @@ ObjectReskin TreeSpruce05Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3648,7 +3648,7 @@ ObjectReskin TreeFir01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3687,7 +3687,7 @@ ObjectReskin TreeFir02 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3727,7 +3727,7 @@ ObjectReskin TreeFir03 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3767,7 +3767,7 @@ ObjectReskin TreeFir04 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3807,7 +3807,7 @@ ObjectReskin TreeFir05 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3846,7 +3846,7 @@ ObjectReskin TreeFir06Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3886,7 +3886,7 @@ ObjectReskin TreeFir07Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3925,7 +3925,7 @@ ObjectReskin TreeFir08Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3965,7 +3965,7 @@ ObjectReskin TreeFir09Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4005,7 +4005,7 @@ ObjectReskin TreeFir10Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4045,7 +4045,7 @@ ObjectReskin TreeBirch01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4085,7 +4085,7 @@ ObjectReskin TreeBirch02 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4125,7 +4125,7 @@ ObjectReskin TreeBirch03 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4165,7 +4165,7 @@ ObjectReskin TreeBirch04 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4206,7 +4206,7 @@ ObjectReskin TreeBirch05 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4246,7 +4246,7 @@ ObjectReskin TreeBirch06 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4286,7 +4286,7 @@ ObjectReskin TreeBirch07 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4326,7 +4326,7 @@ ObjectReskin TreeOak01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4366,7 +4366,7 @@ ObjectReskin TreeOak05 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4405,7 +4405,7 @@ ObjectReskin TreeOak01Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4445,7 +4445,7 @@ ObjectReskin TreeOak02 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4486,7 +4486,7 @@ ObjectReskin TreeOak06 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4526,7 +4526,7 @@ ObjectReskin TreeOak02Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4566,7 +4566,7 @@ ObjectReskin TreeBonsai01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4606,7 +4606,7 @@ ObjectReskin TreeBonsai01Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4646,7 +4646,7 @@ ObjectReskin TreeBonsai02 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4686,7 +4686,7 @@ ObjectReskin TreeBonsai02Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4726,7 +4726,7 @@ ObjectReskin TreePalm03 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -4764,7 +4764,7 @@ ObjectReskin TreePalm04 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -4802,7 +4802,7 @@ ObjectReskin ArborVitae01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4842,7 +4842,7 @@ ObjectReskin ArborVitae02 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4882,7 +4882,7 @@ ObjectReskin TreeWillow01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4922,7 +4922,7 @@ ObjectReskin TreeWillow02 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4962,7 +4962,7 @@ ObjectReskin TreeWillow03 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5002,7 +5002,7 @@ ObjectReskin TreeMaple03 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5042,7 +5042,7 @@ ObjectReskin TreeMaple05 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5082,7 +5082,7 @@ ObjectReskin TreeMaple03Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5122,7 +5122,7 @@ ObjectReskin TreeMaple04 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5162,7 +5162,7 @@ ObjectReskin TreeMaple06 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5202,7 +5202,7 @@ ObjectReskin TreeMaple04Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5242,7 +5242,7 @@ ObjectReskin TreeBamboo01 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5283,7 +5283,7 @@ ObjectReskin TreeBamboo02 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5323,7 +5323,7 @@ ObjectReskin TreeBamboo01Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5364,7 +5364,7 @@ ObjectReskin TreeBamboo02Snow GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5404,7 +5404,7 @@ ObjectReskin TreeBamboo03 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -5441,8 +5441,8 @@ ObjectReskin DesertShrub01 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5480,8 +5480,8 @@ ObjectReskin DesertShrub02 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5517,8 +5517,8 @@ ObjectReskin DesertShrub03 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5555,8 +5555,8 @@ ObjectReskin DesertShrub04 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5593,8 +5593,8 @@ ObjectReskin DesertShrub05 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5631,8 +5631,8 @@ ObjectReskin DesertShrub06 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5669,8 +5669,8 @@ ObjectReskin DesertShrub07 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5707,8 +5707,8 @@ ObjectReskin DesertShrub08 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5745,8 +5745,8 @@ ObjectReskin DesertShrub09 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5783,8 +5783,8 @@ ObjectReskin DesertShrub10 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5820,8 +5820,8 @@ ObjectReskin DesertShrub11 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5858,8 +5858,8 @@ ObjectReskin DesertShrub12 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5895,8 +5895,8 @@ ObjectReskin DesertShrub13 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -5919,8 +5919,8 @@ Object VinesGreen KindOf = SHRUBBERY IMMOBILE Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 @@ -5944,8 +5944,8 @@ Object VinesBrown KindOf = SHRUBBERY IMMOBILE Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 diff --git a/Generals/Data/INI/Object/System.ini b/Generals/Data/INI/Object/System.ini index a792c87..5b0586d 100644 --- a/Generals/Data/INI/Object/System.ini +++ b/Generals/Data/INI/Object/System.ini @@ -249,8 +249,8 @@ Object SpySatellitePing ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02 @@ -290,8 +290,8 @@ Object RepairVehiclesInArea_InvisibleMarker_Level1 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = AutoHealBehavior ModuleTag_02 @@ -318,8 +318,8 @@ Object RepairVehiclesInArea_InvisibleMarker_Level2 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = AutoHealBehavior ModuleTag_02 @@ -346,8 +346,8 @@ Object RepairVehiclesInArea_InvisibleMarker_Level3 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = AutoHealBehavior ModuleTag_02 @@ -375,8 +375,8 @@ Object RadarVanPing ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02 @@ -406,8 +406,8 @@ Object SuperweaponPing ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = DeletionUpdate ModuleTag_02 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. @@ -613,7 +613,7 @@ Object GenericDebris Behavior = SlowDeathBehavior ModuleTag_04 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 2000 End @@ -799,7 +799,7 @@ Object WaveGuide Mass = 50.0 End Behavior = WaveGuideUpdate ModuleTag_04 - WaveDelay = 750 ; in milliseconds delay till the wave starts moving + WaveDelay = 750.0 ; in milliseconds delay till the wave starts moving YSize = 650.0 ; size in Y LinearWaveSpacing = 15.0 ; linear waves get pushed up at these intervals across the WaveBendMagnitude = 500.0 ; shape of the wave (larger number == flatter and 0 == straight line) @@ -807,7 +807,7 @@ Object WaveGuide PreferredHeight = 37.3 ; level we want the water to be after the wave ShorelineEffectDistance = 5.0 ; this far behind the wave we "hit" the shores DamageRadius = 25.0 ; damage things this far from us - DamageAmount = 99999 ; do this much damage + DamageAmount = 99999.0 ; do this much damage ToppleForce = 0.25 ; force strength we topple things with RandomSplashSound = WaveRandomSplash RandomSplashSoundFrequency = 50 ; every so often a # from 1-100 is chosen, if above this number the sound will play @@ -846,7 +846,7 @@ Object WaveGuideGLA01 Mass = 50.0 End Behavior = WaveGuideUpdate ModuleTag_04 - WaveDelay = 750 ; in milliseconds delay till the wave starts moving + WaveDelay = 750.0 ; in milliseconds delay till the wave starts moving YSize = 650.0 ; size in Y LinearWaveSpacing = 15.0 ; linear waves get pushed up at these intervals across the WaveBendMagnitude = 500.0 ; shape of the wave (larger number == flatter and 0 == straight line) @@ -854,7 +854,7 @@ Object WaveGuideGLA01 PreferredHeight = 35.0 ; level we want the water to be after the wave ShorelineEffectDistance = 5.0 ; this far behind the wave we "hit" the shores DamageRadius = 25.0 ; damage things this far from us - DamageAmount = 99999 ; do this much damage + DamageAmount = 99999.0 ; do this much damage ToppleForce = 0.25 ; force strength we topple things with RandomSplashSound = WaveRandomSplash RandomSplashSoundFrequency = 50 ; every so often a # from 1-100 is chosen, if above this number the sound will play @@ -973,7 +973,7 @@ Object FlamingInfantry Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:FlamingInfantry ; *** AUDIO Parameters *** @@ -1052,7 +1052,7 @@ Object ToxicInfantry Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** @@ -1124,7 +1124,7 @@ Object GLAToxicInfantry Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** @@ -1227,7 +1227,7 @@ Object ToxicInfantryBeta Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** @@ -1299,7 +1299,7 @@ Object GLAToxicInfantryBeta Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** @@ -1388,7 +1388,7 @@ Object FirestormSmall ParticleSystem2 = FireStormMainRing FXList = FX_FireStorm - DelayBetweenDamageFrames = 500 ; in milliseconds + DelayBetweenDamageFrames = 500.0 ; in milliseconds DamageAmount = 100.0 End @@ -1446,7 +1446,7 @@ Object BlackNapalmFirestormSmall ParticleSystem2 = FireStormMainRingUpgraded FXList = FX_BlackNapalmFireStorm - DelayBetweenDamageFrames = 500 ; in milliseconds + DelayBetweenDamageFrames = 500.0 ; in milliseconds DamageAmount = 150.0 End @@ -2375,14 +2375,14 @@ End Object VisionObject ; *** DESIGN Parameters *** - ShroudClearingRange = 100 ; default value, you can override this in code + ShroudClearingRange = 100.0 ; default value, you can override this in code EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE REVEAL_TO_ALL INERT ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End End @@ -2393,8 +2393,8 @@ Object BaikonurRocketDetonation ; *** ART Parameters *** ; *** DESIGN Parameters *** - VisionRange = 1000 - ShroudClearingRange = 1000 + VisionRange = 1000.0 + ShroudClearingRange = 1000.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE @@ -2417,12 +2417,12 @@ Object BaikonurRocketDetonation Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08 DestructionDelay = 3501 - ScorchMarkSize = 320 + ScorchMarkSize = 320.0 FXList = FX_BaikonurNuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2431,8 +2431,8 @@ Object BaikonurRocketDetonation Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2441,8 +2441,8 @@ Object BaikonurRocketDetonation Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2451,8 +2451,8 @@ Object BaikonurRocketDetonation Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2461,8 +2461,8 @@ Object BaikonurRocketDetonation Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2471,8 +2471,8 @@ Object BaikonurRocketDetonation Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ; damage within inner radius of the blast @@ -2481,18 +2481,18 @@ Object BaikonurRocketDetonation Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage OCL = MIDPOINT OCL_PoisonFieldLarge diff --git a/Generals/Data/INI/ObjectCreationList.ini b/Generals/Data/INI/ObjectCreationList.ini index 7a45dc3..868fb8a 100644 --- a/Generals/Data/INI/ObjectCreationList.ini +++ b/Generals/Data/INI/ObjectCreationList.ini @@ -6,15 +6,15 @@ ObjectCreationList OCL_CreateDamagedBarrel CreateDebris ModelNames = PMBarrel01_D1 - Offset = X:0 Y:0 Z:0 - Mass = 2 + Offset = X:0.0 Y:0.0 Z:0.0 + Mass = 2.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 5 - MaxForceMagnitude = 7 - SpinRate = 180 - MinForcePitch = 75 - MaxForcePitch = 90 + MinForceMagnitude = 5.0 + MaxForceMagnitude = 7.0 + SpinRate = 180.0 + MinForcePitch = 75.0 + MaxForcePitch = 90.0 ParticleSystem = BlackTrail End End @@ -166,178 +166,178 @@ ObjectCreationList OCL_TankerTruckExplode CreateDebris ModelNames = CVTanker_d03 Offset = x:-16.887 y:2.588 z:6.751 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d09 Offset = x:-10.682 y:4.327 z:2.929 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d10 Offset = x:-10.682 y:-4.272 z:2.929 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d11 ; wheel Offset = x:-2.651 y:-4.119 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d12 ; wheel Offset = x:-2.651 y:4.062 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d13 ; wheel Offset = x:2.73 y:4.062 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d14 ; wheel Offset = x:2.73 y:-4.119 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d15 Offset = x:-7.869 y:0.07 z:3.663 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d16 ; wheel Offset = x:-17.47 y:4.423 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d17 ; wheel Offset = x:-17.47 y:-4.374 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d20 Offset = x:-0.773 y:0.07 z:3.663 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d21 Offset = x:34.293 y:-0.009 z:3.673 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d22 ; wheel Offset = x:31.646 y:4.062 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d23 ; wheel Offset = x:31.646 y:-4.119 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d24 ; wheel Offset = x:37.026 y:4.062 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d25 ; wheel Offset = x:37.026 y:-4.119 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d26 Offset = x:42.924 y:-0.016 z:2.854 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d27 Offset = x:40.859 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d28 Offset = x:40.859 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d29 Offset = x:35.111 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d30 Offset = x:28.222 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d31 Offset = x:21.665 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d32 Offset = x:14.347 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d33 Offset = x:7.173 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d34 Offset = x:-0.105 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End End @@ -345,269 +345,269 @@ End ObjectCreationList OCL_BigRigExplode CreateDebris ModelNames = CVBigRig_d01 - Offset = X:-12.5 Y:-2 Z:8 - Mass = 5 + Offset = X:-12.5 Y:-2.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d02 - Offset = X:-12.5 Y:3 Z:8 - Mass = 5 + Offset = X:-12.5 Y:3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d03 - Offset = X:-17 Y:2.5 Z:7 - Mass = 5 + Offset = X:-17.0 Y:2.5 Z:7.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d04 - Offset = X:-20 Y:-1.5 Z:5 - Mass = 5 + Offset = X:-20.0 Y:-1.5 Z:5.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d05 - Offset = X:-17 Y:-2.75 Z:7 - Mass = 5 + Offset = X:-17.0 Y:-2.75 Z:7.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d06 - Offset = X:-20.5 Y:2 Z:5.5 - Mass = 5 + Offset = X:-20.5 Y:2.0 Z:5.5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d07 - Offset = X:-18 Y:-4 Z:4 - Mass = 5 + Offset = X:-18.0 Y:-4.0 Z:4.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d08 - Offset = X:-18 Y:4 Z:4 - Mass = 5 + Offset = X:-18.0 Y:4.0 Z:4.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d09 - Offset = X:-10 Y:4 Z:3 - Mass = 5 + Offset = X:-10.0 Y:4.0 Z:3.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d10 - Offset = X:-10 Y:-4 Z:3 - Mass = 5 + Offset = X:-10.0 Y:-4.0 Z:3.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d11 - Offset = X:-3 Y:-4 Z:2 - Mass = 3 + Offset = X:-3.0 Y:-4.0 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d12 - Offset = X:-3 Y:4 Z:2 - Mass = 3 + Offset = X:-3.0 Y:4.0 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d13 - Offset = X:3 Y:4 Z:2 - Mass = 3 + Offset = X:3.0 Y:4.0 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d14 - Offset = X:3 Y:-4 Z:2 - Mass = 3 + Offset = X:3.0 Y:-4.0 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d15 - Offset = X:-8 Y:0 Z:3.5 - Mass = 3 + Offset = X:-8.0 Y:0.0 Z:3.5 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d16 - Offset = X:-17.5 Y:4.5 Z:2 - Mass = 3 + Offset = X:-17.5 Y:4.5 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d17 - Offset = X:-17.5 Y:-4.5 Z:2 - Mass = 3 + Offset = X:-17.5 Y:-4.5 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d18 - Offset = X:-9 Y:4.5 Z:13.5 - Mass = 3 + Offset = X:-9.0 Y:4.5 Z:13.5 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d19 - Offset = X:-9 Y:4.5 Z:8 - Mass = 3 + Offset = X:-9.0 Y:4.5 Z:8.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d03 - Offset = X:-1 Y:0 Z:3.5 - Mass = 3 + Offset = X:-1.0 Y:0.0 Z:3.5 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d04 - Offset = X:36 Y:3 Z:8 - Mass = 5 + Offset = X:36.0 Y:3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d05 - Offset = X:35 Y:3 Z:13 - Mass = 5 + Offset = X:35.0 Y:3.0 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d06 - Offset = X:35 Y:-3 Z:13 - Mass = 5 + Offset = X:35.0 Y:-3.0 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d03 - Offset = X:36 Y:-3 Z:8 - Mass = 5 + Offset = X:36.0 Y:-3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d04 - Offset = X:19 Y:3.5 Z:13.5 - Mass = 5 + Offset = X:19.0 Y:3.5 Z:13.5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d05 - Offset = X:19 Y:-3.5 Z:13 - Mass = 5 + Offset = X:19.0 Y:-3.5 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d27 - Offset = X:18.5 Y:-4 Z:7 - Mass = 5 + Offset = X:18.5 Y:-4.0 Z:7.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d28 - Offset = X:34 Y:0 Z:3.5 - Mass = 5 + Offset = X:34.0 Y:0.0 Z:3.5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d03 - Offset = X:4 Y:-3.5 Z:13 - Mass = 5 + Offset = X:4.0 Y:-3.5 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d04 - Offset = X:4 Y:3 Z:13 - Mass = 5 + Offset = X:4.0 Y:3.0 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d05 - Offset = X:2 Y:3 Z:8 - Mass = 5 + Offset = X:2.0 Y:3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d06 - Offset = X:2 Y:-3 Z:8 - Mass = 5 + Offset = X:2.0 Y:-3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d33 - Offset = X:31.5 Y:4 Z:2 - Mass = 5 + Offset = X:31.5 Y:4.0 Z:2.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d34 - Offset = X:31.5 Y:-4 Z:2 - Mass = 5 + Offset = X:31.5 Y:-4.0 Z:2.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d35 - Offset = X:37 Y:4 Z:2 - Mass = 5 + Offset = X:37.0 Y:4.0 Z:2.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d36 - Offset = X:37 Y:-4 Z:2 - Mass = 5 + Offset = X:37.0 Y:-4.0 Z:2.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d37 - Offset = X:43 Y:0 Z:3 - Mass = 5 + Offset = X:43.0 Y:0.0 Z:3.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d38 - Offset = X:19 Y:3 Z:8 - Mass = 5 + Offset = X:19.0 Y:3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End End @@ -616,7 +616,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X01 Offset = X:6.7 Y:2.098 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -624,7 +624,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X02 Offset = X:6.824 Y:-0.988 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -632,7 +632,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -640,7 +640,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X04 Offset = X:5.804 Y:-3.499 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -648,7 +648,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X05 Offset = X:5.815 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -656,7 +656,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -664,7 +664,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X07 Offset = X:-8.281 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -672,7 +672,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X08 Offset = X:-7.615 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -680,7 +680,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X09 Offset = X:-2.032 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -688,7 +688,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X10 Offset = X:0.776 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -696,7 +696,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -704,7 +704,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X12 Offset = X:-1.164 Y:-1.128 Z:7.401 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -712,7 +712,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X13 Offset = X:-1.164 Y:-1.498 Z:7.401 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -720,7 +720,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X14 Offset = X:-3.074 Y:-0.303 Z:6.468 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -728,7 +728,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X15 Offset = X:2.602 Y:3.652 Z:3.923 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -736,7 +736,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X16 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -748,7 +748,7 @@ End ObjectCreationList OCL_CrusaderTank_CrushEffect CreateObject ObjectNames = DeadCrusaderHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -760,7 +760,7 @@ End ObjectCreationList OCL_TechnicalJeep_CrushEffect CreateObject ObjectNames = DeadTechnicalJeepHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -772,7 +772,7 @@ End ObjectCreationList OCL_TechnicalVan_CrushEffect CreateObject ObjectNames = DeadTechnicalVanHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -784,7 +784,7 @@ End ObjectCreationList OCL_TechnicalTruck_CrushEffect CreateObject ObjectNames = DeadTechnicalTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -796,7 +796,7 @@ End ObjectCreationList OCL_RocketBuggy_CrushEffect CreateObject ObjectNames = DeadRocketBuggyHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -807,7 +807,7 @@ End ObjectCreationList OCL_SCUDLauncherDeathEffect CreateObject ObjectNames = DeadSCUDLauncherHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -832,7 +832,7 @@ ObjectCreationList OCL_SCUDLauncherDeathEffect CreateDebris ModelNames = UVScudLchr_d4 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -843,7 +843,7 @@ End ObjectCreationList OCL_SCUDLauncherDeathEffect CreateObject ObjectNames = DeadSCUDLauncherHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -868,7 +868,7 @@ ObjectCreationList OCL_SCUDLauncherDeathEffect CreateDebris ModelNames = UVScudLchr_d4 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -880,7 +880,7 @@ End ObjectCreationList OCL_ChinaSupplyTruck_CrushEffect CreateObject ObjectNames = DeadChinaSupplyTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -891,7 +891,7 @@ End ObjectCreationList OCL_ChinaSupplyTruckDeathEffect CreateObject ObjectNames = DeadChinaSupplyTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -934,7 +934,7 @@ End ObjectCreationList OCL_InfernoCannonDeathEffect CreateObject ObjectNames = InfernoCannonHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -963,7 +963,7 @@ End ObjectCreationList OCL_ToxinTractorDeathEffect CreateObject ObjectNames = DeadToxinTractorHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -997,7 +997,7 @@ ObjectCreationList OCL_ToxinTractorDeathEffect CreateDebris ModelNames = UVToxinTrk_d4 Offset = X:-8.734 Y:7.505 Z:5.078 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -1005,7 +1005,7 @@ ObjectCreationList OCL_ToxinTractorDeathEffect CreateDebris ModelNames = UVToxinTrk_d4 Offset = X:-8.734 Y:-7.505 Z:5.078 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -1013,7 +1013,7 @@ ObjectCreationList OCL_ToxinTractorDeathEffect CreateDebris ModelNames = UVToxinTrk_d5 Offset = X:1.886 Y:4.701 Z:6.593 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -1021,7 +1021,7 @@ ObjectCreationList OCL_ToxinTractorDeathEffect CreateDebris ModelNames = UVToxinTrk_d5 Offset = X:1.886 Y:-4.701 Z:6.593 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -1031,7 +1031,7 @@ End ObjectCreationList OCL_GLAPOWTruckDeathEffect CreateObject ObjectNames = DeadGLAPOWTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1104,7 +1104,7 @@ End ObjectCreationList OCL_ChinaPOWTruckDeathEffect CreateObject ObjectNames = DeadChinaPOWTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1150,7 +1150,7 @@ End ObjectCreationList OCL_BombTruckDeathEffect CreateObject ObjectNames = DeadBombTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1199,7 +1199,7 @@ ObjectCreationList OCL_BombTruckDeathEffect CreateDebris ModelNames = UVBmbTruk_d4 Offset = X:-18.792 Y:0.0 Z:3.863 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -1210,7 +1210,7 @@ End ObjectCreationList OCL_GenericTankDeathEffect CreateObject ObjectNames = DeadCrusaderHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1323,7 +1323,7 @@ End ObjectCreationList OCL_MaruaderTankDeathEffect CreateObject ObjectNames = DeadMarauderHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1360,7 +1360,7 @@ End ObjectCreationList OCL_PaladinTankDeathEffect CreateObject ObjectNames = DeadPaladinHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1389,7 +1389,7 @@ End ObjectCreationList OCL_PaladinTankDeathEffect CreateObject ObjectNames = DeadPaladinHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1418,7 +1418,7 @@ End ObjectCreationList OCL_ScorpionTankDeathEffect CreateObject ObjectNames = DeadScorpionHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1433,7 +1433,7 @@ ObjectCreationList OCL_ScorpionTankDeathEffect End CreateDebris ModelNames = AVPowTruck_d3 - Offset = X:-19.262 Y:0 Z:6.23 + Offset = X:-19.262 Y:0.0 Z:6.23 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING @@ -1455,7 +1455,7 @@ End ObjectCreationList OCL_MilitiaTankDeathEffect CreateObject ObjectNames = DestroyedMilitiaTank - Offset = X:-4.2 Y:0 Z:0 + Offset = X:-4.2 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1493,7 +1493,7 @@ End ObjectCreationList OCL_RadarVanDeathEffect CreateObject ObjectNames = DeadRadarVanHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1528,7 +1528,7 @@ End ObjectCreationList OCL_QuadCannonDeathEffect CreateObject ObjectNames = DeadQuadCannonHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1642,7 +1642,7 @@ ObjectCreationList OCL_AmericaVehicleTomahawkDie CreateDebris ModelNames = AVTomahawk_D4 Offset = X:-3.499 Y:-3.779 Z:8.132 - Mass = 1 + Mass = 1.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -1661,26 +1661,26 @@ ObjectCreationList OCL_ChinaVehicleNukeCannonDie End CreateDebris ModelNames = NVNukeCn_D2 - Offset = X:3.191 Y:0 Z:7.094 + Offset = X:3.191 Y:0.0 Z:7.094 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVNukeCn_D3 - Offset = X:11.018 Y:0 Z:6.837 + Offset = X:11.018 Y:0.0 Z:6.837 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End CreateDebris @@ -1688,11 +1688,11 @@ ObjectCreationList OCL_ChinaVehicleNukeCannonDie Offset = X:4.195 Y:-4.84 Z:13.178 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End End @@ -1710,7 +1710,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1718,7 +1718,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1726,7 +1726,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1734,7 +1734,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1742,7 +1742,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1750,7 +1750,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1758,7 +1758,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1766,7 +1766,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X08 Offset = X:-7.615 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1774,7 +1774,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X09 Offset = X:-2.032 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1782,7 +1782,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X10 Offset = X:0.776 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1790,7 +1790,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING @@ -1799,7 +1799,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X12 Offset = X:-3.074 Y:-0.303 Z:6.468 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1807,7 +1807,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X13 Offset = X:2.602 Y:3.652 Z:3.923 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1815,7 +1815,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X14 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1827,7 +1827,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1835,7 +1835,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1843,7 +1843,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1851,7 +1851,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1859,7 +1859,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1867,7 +1867,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1875,7 +1875,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1883,7 +1883,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X08 Offset = X:-7.615 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1891,7 +1891,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X09 Offset = X:-2.032 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1899,7 +1899,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X10 Offset = X:0.776 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1907,7 +1907,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1915,7 +1915,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X12 Offset = X:-3.074 Y:-0.303 Z:6.468 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1923,7 +1923,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X13 Offset = X:2.602 Y:3.652 Z:3.923 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1931,7 +1931,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X14 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1943,54 +1943,54 @@ ObjectCreationList OCL_LimoExplode CreateDebris ModelNames = CVLimo3_D2 Offset = X:-15.962 Y:0.019 Z:4.649 - Mass = 40 + Mass = 40.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 130 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 130.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End CreateDebris ModelNames = CVLimo3_D3 Offset = X:13.202 Y:5.126 Z:1.975 - Mass = 40 + Mass = 40.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 130 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 130.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End CreateDebris ModelNames = CVLimo3_D4 Offset = X:-12.731 Y:-5.12 Z:1.975 - Mass = 40 + Mass = 40.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 130 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 130.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End CreateDebris ModelNames = CVLimo3_D5 Offset = X:13.62 Y:-0.013 Z:5.302 - Mass = 40 + Mass = 40.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 130 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 130.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End CreateObject ObjectNames = CarLimo03DeadHull - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End @@ -2000,92 +2000,92 @@ End ObjectCreationList OCL_SmallStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 - Mass = 40 + Offset = X:15.0 Y:15.0 Z:5.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 - Mass = 40 + Offset = X:-15.0 Y:-15.0 Z:5.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 - Mass = 40 + Offset = X:-15.0 Y:15.0 Z:5.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 - Mass = 40 + Offset = X:15.0 Y:-15.0 Z:5.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 - Mass = 40 + Offset = X:15.0 Y:15.0 Z:15.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 - Mass = 40 + Offset = X:-15.0 Y:-15.0 Z:15.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 - Mass = 40 + Offset = X:-15.0 Y:15.0 Z:15.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 - Mass = 40 + Offset = X:15.0 Y:-15.0 Z:15.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:0 Y:0 Z:25 - Mass = 40 + Offset = X:0.0 Y:0.0 Z:25.0 + Mass = 40.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:40 - Mass = 40 + Offset = X:0.0 Y:0.0 Z:40.0 + Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End End @@ -2097,99 +2097,99 @@ ObjectCreationList OCL_ParticleUplinkDeathFinal ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 6 RequiresLivePlayer = YES End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 + Offset = X:15.0 Y:15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 + Offset = X:-15.0 Y:-15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 + Offset = X:-15.0 Y:15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 + Offset = X:15.0 Y:-15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:40 + Offset = X:0.0 Y:0.0 Z:40.0 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End End @@ -2199,11 +2199,11 @@ ObjectCreationList OCL_GenericWallSegmentDebris ; @todo srj -- nothing for now. ; CreateDebris ; ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - ; Offset = X:0 Y:0 Z:40 - ; Mass = 40 + ; Offset = X:0.0 Y:0.0 Z:40.0 + ; Mass = 40.0 ; Count = 5 ; Disposition = SEND_IT_FLYING - ; DispositionIntensity = 3 + ; DispositionIntensity = 3.0 ; End End @@ -2212,7 +2212,7 @@ End ObjectCreationList OCL_AmericanScoutDrone CreateObject - Offset = X:-8 Y:0 Z:10 ; Spawn at backpack offset + Offset = X:-8.0 Y:0.0 Z:10.0 ; Spawn at backpack offset ObjectNames = AmericaVehicleScoutDrone IgnorePrimaryObstacle = YES Disposition = LIKE_EXISTING @@ -2226,7 +2226,7 @@ End ObjectCreationList OCL_AmericanBattleDrone CreateObject - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 ObjectNames = AmericaVehicleBattleDrone IgnorePrimaryObstacle = YES Disposition = LIKE_EXISTING @@ -2244,7 +2244,7 @@ ObjectCreationList OCL_AmericanRangerDebris01 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 1 RequiresLivePlayer = YES End @@ -2255,7 +2255,7 @@ ObjectCreationList OCL_AmericanRangerDebris02 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 2 RequiresLivePlayer = YES End @@ -2266,7 +2266,7 @@ ObjectCreationList OCL_AmericanRangerDebris03 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 3 RequiresLivePlayer = YES End @@ -2277,7 +2277,7 @@ ObjectCreationList OCL_AmericanRangerDebris04 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 4 RequiresLivePlayer = YES End @@ -2288,7 +2288,7 @@ ObjectCreationList OCL_AmericanRangerDebris05 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 5 RequiresLivePlayer = YES End @@ -2299,7 +2299,7 @@ ObjectCreationList OCL_AmericanRangerDebris06 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 6 RequiresLivePlayer = YES End @@ -2310,7 +2310,7 @@ ObjectCreationList OCL_AmericanRangerDebris07 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 7 RequiresLivePlayer = YES End @@ -2321,7 +2321,7 @@ ObjectCreationList OCL_AmericanRangerDebris08 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 8 RequiresLivePlayer = YES End @@ -2332,7 +2332,7 @@ ObjectCreationList OCL_AmericanRangerDebris09 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 9 RequiresLivePlayer = YES End @@ -2343,7 +2343,7 @@ ObjectCreationList OCL_AmericanRangerDebris10 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 10 RequiresLivePlayer = YES End @@ -2354,92 +2354,92 @@ End ObjectCreationList OCL_LargeStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 + Offset = X:15.0 Y:15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 + Offset = X:-15.0 Y:-15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 + Offset = X:-15.0 Y:15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 + Offset = X:15.0 Y:-15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 Mass = 40.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:40 + Offset = X:0.0 Y:0.0 Z:40.0 Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End End @@ -2449,127 +2449,127 @@ End ObjectCreationList OCL_VeryLargeStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 + Offset = X:15.0 Y:15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 + Offset = X:-15.0 Y:-15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 + Offset = X:-15.0 Y:15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 + Offset = X:15.0 Y:-15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-15 Y:15 Z:40 + Offset = X:-15.0 Y:15.0 Z:40.0 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:15 Y:-15 Z:40 + Offset = X:15.0 Y:-15.0 Z:40.0 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-15 Y:-15 Z:40 + Offset = X:-15.0 Y:-15.0 Z:40.0 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:15 Y:15 Z:40 + Offset = X:15.0 Y:15.0 Z:40.0 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:80 + Offset = X:0.0 Y:0.0 Z:80.0 Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:100 + Offset = X:0.0 Y:0.0 Z:100.0 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 7 + DispositionIntensity = 7.0 BounceSound = BuildingDebris End End @@ -2580,91 +2580,91 @@ End ObjectCreationList OCL_AmericaWarFactoryDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:45 Y:-11 Z:15 + Offset = X:45.0 Y:-11.0 Z:15.0 Mass = 30.0 Count = 1 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-33 Z:15 + Offset = X:15.0 Y:-33.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-11 Z:15 + Offset = X:-15.0 Y:-11.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-45 Y:-33 Z:15 + Offset = X:-45.0 Y:-33.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-45 Y:11 Z:15 + Offset = X:-45.0 Y:11.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:33 Z:15 + Offset = X:-15.0 Y:33.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-11 Z:25 + Offset = X:15.0 Y:-11.0 Z:25.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-33 Z:20 + Offset = X:-15.0 Y:-33.0 Z:20.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-45 Y:-11 Z:20 + Offset = X:-45.0 Y:-11.0 Z:20.0 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:-15 Y:11 Z:20 + Offset = X:-15.0 Y:11.0 Z:20.0 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End End @@ -2673,92 +2673,92 @@ End ObjectCreationList OCL_ABPowerPlantExplode CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 + Offset = X:15.0 Y:15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 + Offset = X:-15.0 Y:-15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 + Offset = X:-15.0 Y:15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 + Offset = X:15.0 Y:-15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:40 + Offset = X:0.0 Y:0.0 Z:40.0 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End End @@ -2767,47 +2767,47 @@ End ObjectCreationList OCL_ABStingerSiteDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:20 + Offset = X:0.0 Y:0.0 Z:20.0 Mass = 20.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End End @@ -2816,46 +2816,46 @@ End ObjectCreationList OCL_ABTunnelNetworkDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:0 + Offset = X:15.0 Y:-15.0 Z:0.0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-15 Y:15 Z:0 + Offset = X:-15.0 Y:15.0 Z:0.0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:0 + Offset = X:-15.0 Y:-15.0 Z:0.0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:15 Y:15 Z:0 + Offset = X:15.0 Y:15.0 Z:0.0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:15 + Offset = X:0.0 Y:0.0 Z:15.0 Mass = 20.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End End @@ -2866,11 +2866,11 @@ End ObjectCreationList OCL_TechnicalAirDeathStart ApplyRandomForce - MinForceMagnitude = 60 - MaxForceMagnitude = 100 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 60.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITech_Man_SKN @@ -2885,11 +2885,11 @@ ObjectCreationList OCL_TechnicalAirDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End @@ -2898,11 +2898,11 @@ End ObjectCreationList OCL_TerroristDeathHigh ApplyRandomForce - MinForceMagnitude = 50 - MaxForceMagnitude = 70 - MinForcePitch = 100 - MaxForcePitch = 130 - SpinRate = 120 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 70.0 + MinForcePitch = 100.0 + MaxForcePitch = 130.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITRST_SKN @@ -2914,11 +2914,11 @@ ObjectCreationList OCL_TerroristDeathHigh Disposition = RANDOM_FORCE OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. - ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 100 - MaxForcePitch = 130 + ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 100.0 + MaxForcePitch = 130.0 End End @@ -2929,11 +2929,11 @@ ObjectCreationList OCL_RocketBuggyAirDeathStart CreateObject ObjectNames = GLARocketBuggyFullDebris Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 200 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 200.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End End @@ -2945,11 +2945,11 @@ ObjectCreationList OCL_RocketBuggyAirDeath ExtraBounciness = 0.1 ; positive makes it extra bouncy, negative makes it less bouncy Count = 4 Disposition = RANDOM_FORCE - MinForceMagnitude = 4 - MaxForceMagnitude = 6 - MinForcePitch = 0 - MaxForcePitch = 360 - SpinRate = 180 + MinForceMagnitude = 4.0 + MaxForceMagnitude = 6.0 + MinForcePitch = 0.0 + MaxForcePitch = 360.0 + SpinRate = 180.0 End CreateDebris ModelNames = UVRockBug_D3 ; scrap @@ -2957,11 +2957,11 @@ ObjectCreationList OCL_RocketBuggyAirDeath ExtraBounciness = -0.15 ; positive makes it extra bouncy, negative makes it less bouncy Count = 8 Disposition = RANDOM_FORCE - MinForceMagnitude = 4 - MaxForceMagnitude = 6 - MinForcePitch = 0 - MaxForcePitch = 360 - SpinRate = 180 + MinForceMagnitude = 4.0 + MaxForceMagnitude = 6.0 + MinForcePitch = 0.0 + MaxForcePitch = 360.0 + SpinRate = 180.0 BounceSound = VehicleDebris End End @@ -2973,10 +2973,10 @@ ObjectCreationList OCL_BuggyRocketScatter ObjectNames = RocketBuggyMissileDebris Count = 5 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 60 - MinForcePitch = 70 - MaxForcePitch = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 End End @@ -2986,11 +2986,11 @@ ObjectCreationList OCL_BurnedCarHull ModelNames = CVCarHulk Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 200 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 200 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 200.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 200.0 BounceSound = DebrisBigMetal End End @@ -2999,36 +2999,36 @@ End ObjectCreationList OCL_CarWallExplode CreateDebris ModelNames = CVCarHulk - Offset = X:10 Y:0 Z:2 + Offset = X:10.0 Y:0.0 Z:2.0 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 20 - MaxForceMagnitude = 30 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 100 + MinForceMagnitude = 20.0 + MaxForceMagnitude = 30.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 100.0 End CreateDebris ModelNames = CVCarHulk - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 20 - MaxForceMagnitude = 30 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 100 + MinForceMagnitude = 20.0 + MaxForceMagnitude = 30.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 100.0 End CreateDebris ModelNames = CVCarHulk - Offset = X:-10 Y:0 Z:2 + Offset = X:-10.0 Y:0.0 Z:2.0 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 20 - MaxForceMagnitude = 30 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 100 + MinForceMagnitude = 20.0 + MaxForceMagnitude = 30.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 100.0 End End @@ -3036,15 +3036,15 @@ End ObjectCreationList OCL_BurningEmbers CreateObject ObjectNames = BurningEmber - Offset = X:0 Y:0 Z:20 + Offset = X:0.0 Y:0.0 Z:20.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 2 - MaxForceMagnitude = 4 - MinForcePitch = 60 - MaxForcePitch = 70 + MinForceMagnitude = 2.0 + MaxForceMagnitude = 4.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. - ExtraFriction = 30 ; or slide (friction/sec) + ExtraFriction = 30.0 ; or slide (friction/sec) End End @@ -3056,11 +3056,11 @@ ObjectCreationList OCL_CrusaderTurret Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 300 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 300.0 BounceSound = DebrisBigMetal End CreateDebris @@ -3069,11 +3069,11 @@ ObjectCreationList OCL_CrusaderTurret Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 300 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 300.0 BounceSound = DebrisBigMetal End @@ -3086,11 +3086,11 @@ ObjectCreationList OCL_OverlordTurret Count = 1 Mass = 60.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 150 - MaxForceMagnitude = 225 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 200 + MinForceMagnitude = 150.0 + MaxForceMagnitude = 225.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 200.0 BounceSound = DebrisBigMetal End @@ -3131,20 +3131,20 @@ ObjectCreationList OCL_DragonDebris Count = 1 Mass = 3.5 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 BounceSound = VehicleDebris End CreateDebris ModelNames = NVDragon_D2 Offset = X:-5.699 Y:-3.738 Z:4.488 Count = 1 - Mass = 40 + Mass = 40.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 80 - MaxForceMagnitude = 100 - SpinRate = 180 - MinForcePitch = 75 - MaxForcePitch = 90 + MinForceMagnitude = 80.0 + MaxForceMagnitude = 100.0 + SpinRate = 180.0 + MinForcePitch = 75.0 + MaxForcePitch = 90.0 End CreateDebris ModelNames = NVDragon_D2 @@ -3152,7 +3152,7 @@ ObjectCreationList OCL_DragonDebris Count = 1 Mass = 3.5 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 BounceSound = VehicleDebris End CreateDebris @@ -3161,7 +3161,7 @@ ObjectCreationList OCL_DragonDebris Count = 1 Mass = 4.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 BounceSound = VehicleDebris End CreateObject @@ -3476,7 +3476,7 @@ ObjectCreationList OCL_ComancheBlades Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 - SpinRate = 50 + SpinRate = 50.0 MinLifetime = 99999999 ; we destroy in the object collide MaxLifetime = 99999999 ; with ground module End @@ -3575,11 +3575,11 @@ ObjectCreationList OCL_EjectPilotOnGround IgnorePrimaryObstacle = YES InheritsVeterancy = YES Disposition = RANDOM_FORCE - MinForceMagnitude = 2 - MaxForceMagnitude = 3 - MinForcePitch = 50 - MaxForcePitch = 60 - SpinRate = 0 + MinForceMagnitude = 2.0 + MaxForceMagnitude = 3.0 + MinForcePitch = 50.0 + MaxForcePitch = 60.0 + SpinRate = 0.0 InvulnerableTime = 2000 ; milliseconds RequiresLivePlayer = YES End @@ -3596,11 +3596,11 @@ ObjectCreationList OCL_EjectPilotViaParachute IgnorePrimaryObstacle = YES InheritsVeterancy = YES Disposition = RANDOM_FORCE - MinForceMagnitude = 10 - MaxForceMagnitude = 12 - MinForcePitch = 50 - MaxForcePitch = 60 - SpinRate = 0 + MinForceMagnitude = 10.0 + MaxForceMagnitude = 12.0 + MinForcePitch = 50.0 + MaxForcePitch = 60.0 + SpinRate = 0.0 InvulnerableTime = 2000 ; milliseconds RequiresLivePlayer = YES End @@ -3618,11 +3618,11 @@ ObjectCreationList OCL_CINE_EjectPilotViaParachute IgnorePrimaryObstacle = YES InheritsVeterancy = YES Disposition = RANDOM_FORCE - MinForceMagnitude = 10 - MaxForceMagnitude = 12 - MinForcePitch = 50 - MaxForcePitch = 60 - SpinRate = 0 + MinForceMagnitude = 10.0 + MaxForceMagnitude = 12.0 + MinForcePitch = 50.0 + MaxForcePitch = 60.0 + SpinRate = 0.0 InvulnerableTime = 2000 ; milliseconds RequiresLivePlayer = YES End @@ -3636,10 +3636,10 @@ ObjectCreationList SUPERWEAPON_DaisyCutter StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = DaisyCutterBomb - DeliveryDistance = 140 - DeliveryDecalRadius = 100 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL @@ -3666,7 +3666,7 @@ ObjectCreationList SUPERWEAPON_ScudStorm Attack WeaponSlot = PRIMARY NumberOfShots = 9 - DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius + DeliveryDecalRadius = 200.0 ; align with SpecialPower.ini's RadiusCursorRadius DeliveryDecal Texture = SCCScudStorm_GLA Style = SHADOW_ALPHA_DECAL @@ -3690,8 +3690,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage1 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts - DeliveryDistance = 250 ; distance from target allowed to start/stop dropping. - WeaponErrorRadius = 100 ; how bad the artillerist is + DeliveryDistance = 250.0 ; distance from target allowed to start/stop dropping. + WeaponErrorRadius = 100.0 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ; Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ; The bombs are created and dropped at this bone base @@ -3700,9 +3700,9 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage1 VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. + ExitPitchRate = 30.0 ; The bomb will pitch down. SelfDestructObject = YES ; so the delivery vehicle goes away 'POP!' - DeliveryDecalRadius = 125 + DeliveryDecalRadius = 125.0 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL @@ -3727,8 +3727,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage2 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts - DeliveryDistance = 250 ; distance from target allowed to start/stop dropping. - WeaponErrorRadius = 100 ; how bad the artillerist is + DeliveryDistance = 250.0 ; distance from target allowed to start/stop dropping. + WeaponErrorRadius = 100.0 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ; Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ; The bombs are created and dropped at this bone base @@ -3737,9 +3737,9 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage2 VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. + ExitPitchRate = 30.0 ; The bomb will pitch down. SelfDestructObject = YES ; so the delivery vehicle goes away 'POP!' - DeliveryDecalRadius = 125 + DeliveryDecalRadius = 125.0 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL @@ -3764,8 +3764,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage3 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts - DeliveryDistance = 250 ; distance from target allowed to start/stop dropping. - WeaponErrorRadius = 100 ; how bad the artillerist is + DeliveryDistance = 250.0 ; distance from target allowed to start/stop dropping. + WeaponErrorRadius = 100.0 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ; Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ; The bombs are created and dropped at this bone base @@ -3774,9 +3774,9 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage3 VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. + ExitPitchRate = 30.0 ; The bomb will pitch down. SelfDestructObject = YES ; so the delivery vehicle goes away 'POP!' - DeliveryDecalRadius = 125 + DeliveryDecalRadius = 125.0 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL @@ -3802,13 +3802,13 @@ ObjectCreationList SUPERWEAPON_NapalmStrike StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 0 Payload = NapalmMissile 1 FireWeapon = YES - DeliveryDistance = 300 + DeliveryDistance = 300.0 WeaponConvergenceFactor = 1.0 - DeliveryDecalRadius = 100 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = SCCNapalmStrike_China Style = SHADOW_ALPHA_DECAL @@ -3833,7 +3833,7 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1 StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts DropDelay = 500 ; time in between each set of items dropped (if more than one) - DeliveryDistance = 450 ; distance from target allowed to start/stop dropping. + DeliveryDistance = 450.0 ; distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ; Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ; The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ; The bombs are visible until dropped. @@ -3841,13 +3841,13 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1 VisiblePayloadTemplateName = A10ThunderboltMissile ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. - DiveStartDistance = 500 - DiveEndDistance = 300 + ExitPitchRate = 30.0 ; The bomb will pitch down. + DiveStartDistance = 500.0 + DiveEndDistance = 300.0 StrafingWeaponSlot = PRIMARY ; Strafe while diving (as long as target point is within weapon range) - StrafeLength = 450 + StrafeLength = 450.0 StrafeWeaponFX = FX_DamageTankStruckSmallArms - DeliveryDecalRadius = 50 + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL @@ -3872,7 +3872,7 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2 StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts DropDelay = 500 ; time in between each set of items dropped (if more than one) - DeliveryDistance = 450 ; distance from target allowed to start/stop dropping. + DeliveryDistance = 450.0 ; distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ; Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ; The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ; The bombs are visible until dropped. @@ -3880,13 +3880,13 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2 VisiblePayloadTemplateName = A10ThunderboltMissile ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. - DiveStartDistance = 500 - DiveEndDistance = 300 + ExitPitchRate = 30.0 ; The bomb will pitch down. + DiveStartDistance = 500.0 + DiveEndDistance = 300.0 StrafingWeaponSlot = PRIMARY ; Strafe while diving (as long as target point is within weapon range) - StrafeLength = 450 + StrafeLength = 450.0 StrafeWeaponFX = FX_DamageTankStruckSmallArms - DeliveryDecalRadius = 50 + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL @@ -3912,7 +3912,7 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3 MaxAttempts = 1 ; max attempts DropDelay = 500 ; time in between each set of items dropped (if more than one) - DeliveryDistance = 450 ; distance from target allowed to start/stop dropping. + DeliveryDistance = 450.0 ; distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ; Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ; The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ; The bombs are visible until dropped. @@ -3920,13 +3920,13 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3 VisiblePayloadTemplateName = A10ThunderboltMissile ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. - DiveStartDistance = 500 - DiveEndDistance = 300 + ExitPitchRate = 30.0 ; The bomb will pitch down. + DiveStartDistance = 500.0 + DiveEndDistance = 300.0 StrafingWeaponSlot = PRIMARY ; Strafe while diving (as long as target point is within weapon range) - StrafeLength = 450 + StrafeLength = 450.0 StrafeWeaponFX = FX_DamageTankStruckSmallArms - DeliveryDecalRadius = 50 + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL @@ -4072,10 +4072,10 @@ ObjectCreationList SUPERWEAPON_BlackMarketNuke StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = BlackMarketNuke - DeliveryDistance = 140 - DeliveryDecalRadius = 100 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL @@ -4120,10 +4120,10 @@ ObjectCreationList SUPERWEAPON_AnthraxBomb StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = AnthraxBomb - DeliveryDistance = 140 - DeliveryDecalRadius = 200 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 200.0 DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL @@ -4144,14 +4144,14 @@ ObjectCreationList SUPERWEAPON_Paradrop1 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 150 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 5 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -4173,14 +4173,14 @@ ObjectCreationList SUPERWEAPON_Paradrop2 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -4202,14 +4202,14 @@ ObjectCreationList SUPERWEAPON_Paradrop3 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -4226,14 +4226,14 @@ ObjectCreationList SUPERWEAPON_Paradrop3 StartAtPreferredHeight = YES StartAtMaxSpeed = NO MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -4255,11 +4255,11 @@ ObjectCreationList SUPERWEAPON_ClusterMines StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:20 Y:20 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:20.0 Y:20.0 Z:0.0 Payload = ClusterMinesBomb 1 - DeliveryDistance = 140 - DeliveryDecalRadius = 100 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = SCCClusterMines_China Style = SHADOW_ALPHA_DECAL @@ -4280,11 +4280,11 @@ ObjectCreationList SUPERWEAPON_EMPPulse StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:20 Y:20 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:20.0 Y:20.0 Z:0.0 Payload = EMPPulseBomb 1 - DeliveryDistance = 150 - DeliveryDecalRadius = 200 + DeliveryDistance = 150.0 + DeliveryDecalRadius = 200.0 DeliveryDecal Texture = SCCEMPPulse_China Style = SHADOW_ALPHA_DECAL @@ -4305,12 +4305,12 @@ ObjectCreationList SUPERWEAPON_CrateDrop StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute Payload = 200DollarCrate 10 - DeliveryDistance = 250 - DeliveryDecalRadius = 100 + DeliveryDistance = 250.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL @@ -4331,12 +4331,12 @@ ObjectCreationList SUPERWEAPON_CarpetBomb StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:30 Y:40 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:30.0 Y:40.0 Z:0.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) Payload = CarpetBomb 15 - DeliveryDistance = 400 - DeliveryDecalRadius = 100 + DeliveryDistance = 400.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL @@ -4357,13 +4357,13 @@ ObjectCreationList OCL_AmericaSupplyDropZoneCrateDrop StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 350 PutInContainer = AmericaCrateParachute Payload = SupplyDropZoneCrate 6 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 410 + DeliveryDistance = 410.0 End End @@ -4472,11 +4472,11 @@ ObjectCreationList OCL_GLAPowerPlantDeathFinal Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = BuildingDebris End @@ -4486,11 +4486,11 @@ ObjectCreationList OCL_GLAPowerPlantDeathFinal Offset = X:-3.532 Y:37.388 Z:27.822 Count = 3 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 1000 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 1000.0 End End @@ -4513,11 +4513,11 @@ ObjectCreationList OCL_FinalHumveeDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4527,11 +4527,11 @@ ObjectCreationList OCL_FinalHumveeDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4541,11 +4541,11 @@ ObjectCreationList OCL_FinalHumveeDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 60 - MaxForcePitch = 70 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4556,11 +4556,11 @@ ObjectCreationList OCL_FinalHumveeDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 60 - MinForcePitch = 60 - MaxForcePitch = 70 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4591,11 +4591,11 @@ ObjectCreationList OCL_FinalAmbulanceDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4605,11 +4605,11 @@ ObjectCreationList OCL_FinalAmbulanceDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4619,11 +4619,11 @@ ObjectCreationList OCL_FinalAmbulanceDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 60 - MaxForcePitch = 70 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4634,11 +4634,11 @@ ObjectCreationList OCL_FinalAmbulanceDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 60 - MinForcePitch = 60 - MaxForcePitch = 70 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4680,11 +4680,11 @@ ObjectCreationList OCL_FinalTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4694,11 +4694,11 @@ ObjectCreationList OCL_FinalTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4708,11 +4708,11 @@ ObjectCreationList OCL_FinalTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4722,11 +4722,11 @@ ObjectCreationList OCL_FinalTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -4747,7 +4747,7 @@ End ObjectCreationList OCL_ChinaTankBattleMasterDebris CreateObject ObjectNames = ChinaVehicleBattleMasterDeadHull - Offset = X:0 Y:0.0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End @@ -4758,11 +4758,11 @@ ObjectCreationList OCL_ChinaTankBattleMasterDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -4772,11 +4772,11 @@ ObjectCreationList OCL_ChinaTankBattleMasterDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -4801,11 +4801,11 @@ ObjectCreationList OCL_ChinaTankOverlordDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -4816,11 +4816,11 @@ ObjectCreationList OCL_ChinaTankOverlordDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -4831,11 +4831,11 @@ ObjectCreationList OCL_ChinaTankOverlordDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -4845,11 +4845,11 @@ ObjectCreationList OCL_ChinaTankOverlordDebris Offset = X:-8.84 Y:-7.283 Z:12.54 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 45 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 45.0 End ; Burned out hull @@ -4878,11 +4878,11 @@ ObjectCreationList OCL_ChinaTankGattlingDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -4892,11 +4892,11 @@ ObjectCreationList OCL_ChinaTankGattlingDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -4932,7 +4932,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = nvconstdoz_D2 Offset = X:8.93 Y:0.0 Z:4.13 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -4940,7 +4940,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = nvconstdoz_D3 Offset = X:5.224 Y:-3.613 Z:10.611 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.6 @@ -4948,7 +4948,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = nvconstdoz_D4 Offset = X:-2.588 Y:-9.683 Z:3.87 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -4956,7 +4956,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-0.805 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 @@ -4964,7 +4964,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-14.235 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -4972,7 +4972,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-14.901 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 @@ -4980,7 +4980,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-14.235 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.7 @@ -4988,7 +4988,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-8.652 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 @@ -4996,7 +4996,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-5.844 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.7 @@ -5014,7 +5014,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D2 Offset = X:3.38 Y:-5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -5022,7 +5022,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D2 Offset = X:-17.962 Y:-5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -5030,7 +5030,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D2 Offset = X:-17.962 Y:5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -5038,7 +5038,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D3 Offset = X:8.93 Y:0.0 Z:4.13 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.6 @@ -5046,7 +5046,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D4 Offset = X:-2.588 Y:-9.683 Z:3.87 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -5055,7 +5055,7 @@ ObjectCreationList OCL_AmericaDozerExplode ModelNames = avconstdoz_D5 Offset = X:-0.805 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 @@ -5063,7 +5063,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-14.235 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -5071,7 +5071,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-14.901 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 @@ -5079,7 +5079,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-14.235 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.7 @@ -5087,7 +5087,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-8.652 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 @@ -5095,7 +5095,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-5.844 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.7 @@ -5114,14 +5114,14 @@ ObjectCreationList OCL_AmericaScoutDroneExplode CreateDebris ModelNames = AVScoutDr_D2 ; propeller Offset = X:-8.5 Y:0.0 Z:2.4 - Mass = 8 + Mass = 8.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY - MinForceMagnitude = 5 - MaxForceMagnitude = 6 - MinForcePitch = 60 - MaxForcePitch = 90 - SpinRate = 100 + MinForceMagnitude = 5.0 + MaxForceMagnitude = 6.0 + MinForcePitch = 60.0 + MaxForcePitch = 90.0 + SpinRate = 100.0 End CreateDebris ModelNames = AVScoutDr_D3 ; wing 1 of 2 @@ -5144,7 +5144,7 @@ ObjectCreationList OCL_AmericaScoutDroneExplode CreateDebris ModelNames = AVScoutDr_D4 ; flat panel? Offset = X:-7.75 Y:-2.1 Z:1.16 - Mass = 4 + Mass = 4.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -5164,7 +5164,7 @@ ObjectCreationList OCL_AmericaBattleDroneExplode CreateDebris ModelNames = AVBattleDr_D2 Offset = X:-8.5 Y:0.0 Z:2.4 - Mass = 8 + Mass = 8.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY BounceSound = VehicleDebris @@ -5172,7 +5172,7 @@ ObjectCreationList OCL_AmericaBattleDroneExplode CreateDebris ModelNames = AVBattleDr_D3 Offset = X:0.0 Y:5.0 Z:0.0 - Mass = 4 + Mass = 4.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -5189,7 +5189,7 @@ ObjectCreationList OCL_RaptorDeathInitial CreateDebris ModelNames = AVRaptor_D4 Offset = X:-5.598 Y:8.188 Z:0.04 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -5223,7 +5223,7 @@ ObjectCreationList OCL_RaptorDeathHitGround CreateDebris ModelNames = AVRaptor_D2 Offset = X:-7.999 Y:4.314 Z:2.86 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -5236,7 +5236,7 @@ ObjectCreationList OCL_RaptorDeathHitGround CreateDebris ModelNames = AVRaptor_D3 Offset = X:-12.822 Y:-6.425 Z:0.234 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -5249,7 +5249,7 @@ ObjectCreationList OCL_RaptorDeathHitGround CreateDebris ModelNames = AVRaptor_D4 Offset = X:-5.598 Y:8.188 Z:0.04 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -5578,7 +5578,7 @@ ObjectCreationList OCL_A10DeathHitGround CreateDebris ModelNames = AVWarthog_D2 Offset = X:-7.999 Y:4.314 Z:2.86 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 @@ -5591,7 +5591,7 @@ ObjectCreationList OCL_A10DeathHitGround CreateDebris ModelNames = AVWarthog_D2 Offset = X:7.999 Y:4.314 Z:2.86 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 @@ -5606,7 +5606,7 @@ ObjectCreationList OCL_A10DeathHitGround CreateDebris ModelNames = AVWarthog_D3 Offset = X:-2.822 Y:-6.425 Z:0.234 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 @@ -5619,7 +5619,7 @@ ObjectCreationList OCL_A10DeathHitGround CreateDebris ModelNames = AVWarthog_D3 Offset = X:2.822 Y:-6.425 Z:0.234 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 @@ -5683,7 +5683,7 @@ ObjectCreationList OCL_MIGDeathInitial CreateDebris ModelNames = NVMIG_D4 Offset = X:7.027 Y:-3.033 Z:3.008 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -5717,7 +5717,7 @@ ObjectCreationList OCL_MIGDeathHitGround CreateDebris ModelNames = NVMIG_D2 Offset = X:-10.388 Y:3.573 Z:2.872 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -5730,7 +5730,7 @@ ObjectCreationList OCL_MIGDeathHitGround CreateDebris ModelNames = NVMIG_D3 Offset = x:-9.536 Y:3.573 Z:1.334 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -5743,7 +5743,7 @@ ObjectCreationList OCL_MIGDeathHitGround CreateDebris ModelNames = NVMIG_D4 Offset = X:7.027 Y:-3.033 Z:3.008 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -5796,9 +5796,9 @@ ObjectCreationList OCL_BridgeDamaged01 CreateDebris ModelNames = CVTanker_d15 Offset = x:-7.869 y:0.07 z:3.663 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End End @@ -5822,15 +5822,15 @@ ObjectCreationList OCL_GenericMissileDisintegrate CreateDebris ModelNames = GXMammoth_D01 - Offset = X:0 Y:0 Z:0 - Mass = 2 + Offset = X:0.0 Y:0.0 Z:0.0 + Mass = 2.0 Count = 1 Disposition = RANDOM_FORCE INHERIT_VELOCITY - MinForceMagnitude = 1 - MaxForceMagnitude = 2 - SpinRate = 180 - MinForcePitch = 75 - MaxForcePitch = 90 + MinForceMagnitude = 1.0 + MaxForceMagnitude = 2.0 + SpinRate = 180.0 + MinForcePitch = 75.0 + MaxForcePitch = 90.0 End End @@ -5869,7 +5869,7 @@ ObjectCreationList OCL_TsingMaExplosion Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 - Offset = X:10 Y:0 Z:0 + Offset = X:10.0 Y:0.0 Z:0.0 End CreateDebris ModelNames = CMTsingMa_d03 @@ -5877,7 +5877,7 @@ ObjectCreationList OCL_TsingMaExplosion Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 - Offset = X:10 Y:0 Z:0 + Offset = X:10.0 Y:0.0 Z:0.0 End CreateDebris ModelNames = CMTsingMa_d01 CMTsingMa_d02 @@ -5886,7 +5886,7 @@ ObjectCreationList OCL_TsingMaExplosion Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 SpinRate = 10.0 - Offset = X:10 Y:0 Z:0 + Offset = X:10.0 Y:0.0 Z:0.0 MinLifetime = 40000 MaxLifetime = 60000 End @@ -5924,7 +5924,7 @@ ObjectCreationList OCL_TrainWreckExplosion Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 - Offset = X:10 Y:0 Z:0 + Offset = X:10.0 Y:0.0 Z:0.0 End End @@ -5938,6 +5938,6 @@ ObjectCreationList OCL_SDILinkLasers Count = 1 MinLifetime = 3000 MaxLifetime = 3000 - Offset = X:30 Y:0 Z:0 + Offset = X:30.0 Y:0.0 Z:0.0 End End diff --git a/Generals/Data/INI/Roads.ini b/Generals/Data/INI/Roads.ini index b2da5fb..c4ec530 100644 --- a/Generals/Data/INI/Roads.ini +++ b/Generals/Data/INI/Roads.ini @@ -70,13 +70,13 @@ End Road GrassStrip Texture = TRGrassStrip.tga - RoadWidth = 8 + RoadWidth = 8.0 RoadWidthInTexture = 0.9 End Road GrassStripSnow Texture = TRGrassStripS.tga - RoadWidth = 8 + RoadWidth = 8.0 RoadWidthInTexture = 0.9 End @@ -231,7 +231,7 @@ Bridge ConcreteWide End Bridge ConcreteTwoLane - BridgeScale = 1 + BridgeScale = 1.0 RadarColor = R:192 G:192 B:192 BridgeModelName = CBBridgSm Texture = CBBridgeSm.tga @@ -269,7 +269,7 @@ Bridge ConcreteFourLane End Bridge ConcreteOneLane - BridgeScale = 1 + BridgeScale = 1.0 RadarColor = R:192 G:192 B:192 BridgeModelName = CBBridgSm Texture = CBBridgeSm.tga @@ -531,138 +531,138 @@ End Road Sidewalk Texture = TRSidewalk.tga - RoadWidth = 8 + RoadWidth = 8.0 RoadWidthInTexture = 0.9 End Road Sidewalk2 Texture = TRSidewalk2.tga - RoadWidth = 16 + RoadWidth = 16.0 RoadWidthInTexture = 0.9 End Road Sidewalk3 Texture = TRSidewalk3.tga - RoadWidth = 22 + RoadWidth = 22.0 RoadWidthInTexture = 0.9 End Road Sidewalk4 Texture = TRSidewalk4.tga - RoadWidth = 28 + RoadWidth = 28.0 RoadWidthInTexture = 0.9 End Road DirtRoad Texture = TRDirtRoad.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoad2 Texture = TRDirtRoad2.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road DirtRoad3 Texture = TRDirtRoad3.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road DirtRoad4 Texture = TRDirtRoad4.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoad5 Texture = TRDirtRoad6.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoadTracks Texture = TRDirtRoad7.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoadTracks2 Texture = TRDirtRoad8.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoadTracks3 Texture = TRDirtRoad9.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoadSnow Texture = TRDirtRoad5.tga - RoadWidth = 60 + RoadWidth = 60.0 RoadWidthInTexture = 0.95 End Road ParkingLines Texture = TRParkingLines.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End Road SandRoad1 Texture = TRSandRoad.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road DirtPath1 Texture = TRDirtPath.tga - RoadWidth = 10 + RoadWidth = 10.0 RoadWidthInTexture = 0.95 End Road DirtPath2 Texture = TRDirtPath2.tga - RoadWidth = 10 + RoadWidth = 10.0 RoadWidthInTexture = 0.95 End Road GravelRoad Texture = TRGravelRoad.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road GravelRoadSnow Texture = TRGravelRoadS.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road DirtPath2Leaves Texture = TRDirtPath3.tga - RoadWidth = 10 + RoadWidth = 10.0 RoadWidthInTexture = 0.95 End Road TrainTrack Texture = TRTrainTrack.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End Road TrainTrack2 Texture = TRTrainTrack2.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End Road TrainTrack3 Texture = TRTrainTrack3.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End diff --git a/Generals/Data/INI/SoundEffects.ini b/Generals/Data/INI/SoundEffects.ini index 39d44b8..79ac298 100644 --- a/Generals/Data/INI/SoundEffects.ini +++ b/Generals/Data/INI/SoundEffects.ini @@ -21,7 +21,7 @@ AudioEvent Explosion Control = INTERRUPT RANDOM Priority = LOW Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% LowPassCutoff = 50% @@ -30,7 +30,7 @@ End AudioEvent GenericTankGunFire Sounds = vcruweaa vcruweab vcruweac - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 2 Volume = 90% @@ -53,16 +53,16 @@ AudioEvent F15MoveLoop Priority = LOW Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 100 - MaxRange = 600 + PitchShift = -10.0 10.0 + MinRange = 100.0 + MaxRange = 600.0 Type = WORLD SHROUDED EVERYONE End AudioEvent ParachuteDrop Sounds = sparadra VolumeShift = -15% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -72,8 +72,8 @@ AudioEvent AirRaidSiren Volume = 70% MinVolume = 50% Priority = CRITICAL - MinRange = 500 - MaxRange = 5000 + MinRange = 500.0 + MaxRange = 5000.0 Type = WORLD EVERYONE End @@ -82,8 +82,8 @@ AudioEvent NukeAirRaidSiren Volume = 85% MinVolume = 50% Priority = CRITICAL - MinRange = 700 - MaxRange = 5000 + MinRange = 700.0 + MaxRange = 5000.0 Type = WORLD EVERYONE End @@ -92,9 +92,9 @@ AudioEvent GenericMachineGunFire Sounds = iseaatta iseaattb Priority = LOW Volume = 60% - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -10 10 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -105,9 +105,9 @@ AudioEvent HeroUSAKnifeAttack Limit = 2 Priority = LOW Volume = 60% - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -10 10 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -116,7 +116,7 @@ AudioEvent BuildingDestroy Control = RANDOM INTERRUPT Priority = NORMAL VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -126,7 +126,7 @@ AudioEvent BuildingDamage Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h Control = RANDOM INTERRUPT Limit = 2 - PitchShift = -3 3 + PitchShift = -3.0 3.0 VolumeShift = -20% Volume = 65% Priority = NORMAL @@ -140,7 +140,7 @@ AudioEvent ExplosionDirt Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Priority = NORMAL LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE @@ -151,7 +151,7 @@ AudioEvent BuildingShatter Control = RANDOM Priority = NORMAL VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Type = WORLD SHROUDED EVERYONE End @@ -160,7 +160,7 @@ AudioEvent MolotovCocktailShatter Control = INTERRUPT RANDOM Priority = NORMAL VolumeShift = -10% - PitchShift = -20 40 + PitchShift = -20.0 40.0 Volume = 35% Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -358,7 +358,7 @@ AudioEvent CarMount Sounds = gcarmoua gcarmoub gcarmouc Volume = 80% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -368,7 +368,7 @@ AudioEvent CarCrush Control = INTERRUPT Limit = 2 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -380,9 +380,9 @@ AudioEvent TurretMoveLoop Sounds = Attack = Decay = - PitchShift = -26 -16 - MinRange = 100 - MaxRange = 600 + PitchShift = -26.0 -16.0 + MinRange = 100.0 + MaxRange = 600.0 Volume = 10% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -393,9 +393,9 @@ AudioEvent TurretMoveLoopLoud Sounds = Attack = Decay = - PitchShift = -70 -50 - MinRange = 100 - MaxRange = 600 + PitchShift = -70.0 -50.0 + MinRange = 100.0 + MaxRange = 600.0 Volume = 30% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -405,7 +405,7 @@ AudioEvent CrushTree Sounds = gtreimpa gtreimpb gtreimpc gtreimpd Volume = 55% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 ; MinRange = 100.00 ; MaxRange = 250.00 Priority = LOW @@ -415,7 +415,7 @@ End AudioEvent FireHydrantBreak Sounds = ghydimpa VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -425,7 +425,7 @@ AudioEvent GasStationDie Volume = 110% Limit = 1 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -435,7 +435,7 @@ AudioEvent LampPostShear Sounds = glamimpa Volume = 55% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -444,7 +444,7 @@ AudioEvent InfantryCrush Sounds = ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -456,7 +456,7 @@ AudioEvent VehicleDebris Volume = 40% Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -466,7 +466,7 @@ AudioEvent StreetSignImpact Volume = 70% Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -485,9 +485,9 @@ AudioEvent TreeBounce Volume = 60% Limit = 2 VolumeShift = -10% - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 250 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 250.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -497,7 +497,7 @@ AudioEvent LampPostBounce Volume = 65% Limit = 2 VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -517,10 +517,10 @@ AudioEvent NapalmMissileMoveLoop Attack = iroclo1 Decay = iroclo3 Volume = 40% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -531,7 +531,7 @@ AudioEvent FireStormMissileWeapon Priority = LOW Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -543,7 +543,7 @@ AudioEvent FireStorm Volume = 105% Limit = 1 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -553,7 +553,7 @@ AudioEvent BlackNapalmFireStorm Volume = 105% Limit = 1 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -563,7 +563,7 @@ AudioEvent ExplosionBarrel Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Volume = 100% Priority = LOW LowPassCutoff = 50% @@ -575,7 +575,7 @@ AudioEvent CINE_ExplosionBarrel01 Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Volume = 100% Priority = LOW LowPassCutoff = 50% @@ -587,7 +587,7 @@ AudioEvent CINE_ExplosionBarrel02 Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Volume = 100% Priority = LOW LowPassCutoff = 50% @@ -598,15 +598,15 @@ AudioEvent PoliceCarDie Sounds = vcopdia Volume = 60% Limit = 2 - ; MinRange = 100 - ; MaxRange = 400 + ; MinRange = 100.0 + ; MaxRange = 400.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent GarrisonEnter Sounds = ggarenta ggarentb ggarentc Control = RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 70% VolumeShift = -20% Priority = NORMAL @@ -616,7 +616,7 @@ End AudioEvent GarrisonExit Sounds = ggarexia ggarexib ggarexic Control = RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 80% Priority = LOW @@ -664,8 +664,8 @@ End AudioEvent UnableToSetRallyPoint Sounds = uralsetn - ; MinRange = 200 - ; MaxRange = 500 + ; MinRange = 200.0 + ; MaxRange = 500.0 MinVolume = 70% Priority = HIGH Type = WORLD PLAYER @@ -694,12 +694,12 @@ AudioEvent RangerCombatDropKillSound Sounds = iranweaa iranweab iranweac iranwead iranweae iranweaf iranweag Control = RANDOM Priority = LOW - PitchShift = -1 1 + PitchShift = -1.0 1.0 VolumeShift = -15% Limit = 4 Volume = 75% ; 55 test - MinRange = 400 - MaxRange = 800 + MinRange = 400.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -708,19 +708,19 @@ AudioEvent RangerWeapon ; Sounds = irebweaa irebweab irebweac irebwead irebweae irebweaf irebweag Control = RANDOM Priority = NORMAL - PitchShift = -1 1 + PitchShift = -1.0 1.0 VolumeShift = -15% Limit = 3 Volume = 75% ; 55 test - ; MinRange = 200 - ; MaxRange = 800 + ; MinRange = 200.0 + ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE End AudioEvent CrusaderTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Limit = 2 @@ -731,7 +731,7 @@ End AudioEvent CrusaderTankMoveStart Sounds = vcrustaa vcrustab vcrustac vcrustad Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -15% Volume = 60% @@ -743,7 +743,7 @@ AudioEvent CrusaderTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM Volume = 55% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 1000 VolumeShift = -10% Priority = LOW @@ -753,7 +753,7 @@ End AudioEvent MilitiaTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Limit = 2 @@ -764,7 +764,7 @@ End AudioEvent MilitiaTankMoveStart Sounds = vcrustaa vcrustab vcrustac vcrustad Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 50% @@ -776,7 +776,7 @@ AudioEvent MilitiaTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM Volume = 55% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 1000 VolumeShift = -10% Priority = LOW @@ -788,7 +788,7 @@ AudioEvent BattleDroneMoveStart Sounds = Priority = LOW Delay = 0 800 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 50% Type = WORLD SHROUDED EVERYONE @@ -801,7 +801,7 @@ AudioEvent BattleDroneVoiceCreate Limit = 3 Delay = 0 800 Volume = 55% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -812,7 +812,7 @@ AudioEvent BattleDroneDie Control = RANDOM Limit = 3 Volume = 75% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -822,7 +822,7 @@ AudioEvent ScoutDroneMoveStart Sounds = ; vsdrstaa vsdrstab vsdrstac vsdrstad Priority = LOW Delay = 0 800 - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -10% Volume = 60% Priority = LOW @@ -835,7 +835,7 @@ AudioEvent ScoutDroneVoiceCreate Limit = 3 Delay = 0 800 Volume = 65% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -846,7 +846,7 @@ AudioEvent ScoutDroneDie Control = RANDOM Limit = 3 Volume = 75% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -858,7 +858,7 @@ AudioEvent SpyDroneCreate Limit = 3 Delay = 0 800 Volume = 75% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD PLAYER @@ -869,7 +869,7 @@ AudioEvent TomahawkMoveStart Sounds = vtomstaa vtomstab vtomstac Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -20% Volume = 55% Type = WORLD SHROUDED EVERYONE @@ -879,7 +879,7 @@ AudioEvent MedicMoveStart Sounds = vpristaa vpristab vpristac Priority = LOW Delay = 0 800 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 50% Type = WORLD SHROUDED EVERYONE @@ -889,7 +889,7 @@ AudioEvent DozerUSAMoveStart Sounds = vtrostaa vtrostab vtrostac vtrostad Delay = 0 800 Priority = LOW - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -900,7 +900,7 @@ AudioEvent NukeCannonMoveStart Sounds = vnukstaa vnukstab vnukstac vnukstad Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -912,7 +912,7 @@ AudioEvent OverlordTankMoveStart Delay = 0 800 Priority = LOW Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Type = WORLD SHROUDED EVERYONE @@ -923,7 +923,7 @@ AudioEvent InfernoCannonMoveStart Control = RANDOM Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 65% Type = WORLD SHROUDED EVERYONE @@ -934,11 +934,11 @@ AudioEvent DragonTankWeaponLoop Sounds = vdralo2a vdralo2c vdralo2d ; vdralo2b Attack = vdralo1a Decay = vdralo3a - PitchShift = -10 0 + PitchShift = -10.0 0.0 VolumeShift = -15% Volume = 50% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -950,7 +950,7 @@ AudioEvent DragonTankMoveStart Control = RANDOM Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 55% Type = WORLD SHROUDED EVERYONE @@ -960,7 +960,7 @@ AudioEvent TroopCrawlerMoveStart Sounds = vtrostaa vtrostab vtrostac vtrostad Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -15% Volume = 70% Type = WORLD SHROUDED EVERYONE @@ -971,7 +971,7 @@ AudioEvent ScudLauncherMoveStart Sounds = vscustaa vscustab vscustac Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 65% Type = WORLD SHROUDED EVERYONE @@ -979,7 +979,7 @@ End AudioEvent BattleMasterTankMoveStart Sounds = vbmastaa vbmastab vbmastac vbmastad vbmastae - PitchShift = -10 0 + PitchShift = -10.0 0.0 Delay = 0 800 Volume = 55% Priority = LOW @@ -989,7 +989,7 @@ End AudioEvent BattlemasterTankWeapon Sounds = vbatweaa vbatweab Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -20% Volume = 105% Limit = 3 @@ -1001,7 +1001,7 @@ End AudioEvent PaladinTankMoveStart Sounds = vpalstaa vpalstab vpalstac vpalstad vpalstae vpalstaf vpalstag Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 60% @@ -1013,7 +1013,7 @@ End AudioEvent PaladinTankWeapon Sounds = vpalweaa vpalweab vpalweac Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 115% Limit = 2 @@ -1026,7 +1026,7 @@ AudioEvent RebelWeapon Control = RANDOM INTERRUPT Limit = 3 Priority = NORMAL - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -10% Volume = 65% Type = WORLD SHROUDED EVERYONE @@ -1037,7 +1037,7 @@ AudioEvent RebelWeaponTranquilizer Control = RANDOM INTERRUPT Limit = 2 Priority = NORMAL - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 90% Type = WORLD SHROUDED EVERYONE @@ -1046,7 +1046,7 @@ End AudioEvent InfernoCannonWeapon Sounds = vinfweaa vinfweab vinfweac Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 105% Limit = 2 @@ -1059,7 +1059,7 @@ AudioEvent ScorpionTankMoveStart Control = RANDOM Delay = 0 400 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -1070,7 +1070,7 @@ AudioEvent MarauderTankMoveStart Control = RANDOM Delay = 0 400 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 65% Type = WORLD SHROUDED EVERYONE @@ -1082,7 +1082,7 @@ AudioEvent MarauderTankWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1094,7 +1094,7 @@ AudioEvent ScorpionMissileWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -1107,7 +1107,7 @@ AudioEvent StingerMissileWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 85% Type = WORLD SHROUDED EVERYONE End @@ -1118,7 +1118,7 @@ AudioEvent ComancheMissileWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1129,7 +1129,7 @@ AudioEvent ComancheRocketPodWeaponSound Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1140,7 +1140,7 @@ AudioEvent RocketBuggyWeapon Priority = NORMAL Limit = 4 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -1151,7 +1151,7 @@ AudioEvent RocketBuggyMoveStart Limit = 3 Delay = 0 400 Priority = LOW - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -10% Volume = 50% Type = WORLD SHROUDED EVERYONE @@ -1161,7 +1161,7 @@ AudioEvent ToxinTractorMoveStart Sounds = vtoxstaa vtoxstab vtoxstac Delay = 0 400 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -1172,7 +1172,7 @@ AudioEvent TechnicalWeapon Sounds = vtecweaa vtecweab vtecweac vtecwead vtecweae Limit = 2 VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1204,7 +1204,7 @@ AudioEvent TechnicalMoveStart Limit = 3 Priority = LOW Delay = 0 1400 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 55% Type = WORLD SHROUDED EVERYONE @@ -1216,7 +1216,7 @@ AudioEvent BombTruckMoveStart Sounds = vbomstaa vbomstab vbomstac vbomstad vbomstae Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -1225,7 +1225,7 @@ End AudioEvent QuadCannonWeapon Sounds = vquaweaa vquaweab vquaweac vquawead vquaweae vquaweaf vquaweag Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 VolumeShift = -15% Volume = 75% @@ -1237,7 +1237,7 @@ AudioEvent QuadCannonMoveStart Sounds = vquastaa vquastab vquastac Delay = 0 700 Priority = LOW - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -1246,7 +1246,7 @@ End AudioEvent SupplyTruckMoveStart Sounds = vcarstaa vcarstab vcarstac Volume = 50% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 0 500 VolumeShift = -20% Control = RANDOM @@ -1259,7 +1259,7 @@ AudioEvent DozerChinaMoveStart Sounds = vtrostaa vtrostab vtrostac vtrostad Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -1424,8 +1424,8 @@ AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop Limit = 2 Volume = 40% Priority = LOW - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Type = UI PLAYER End @@ -1458,8 +1458,8 @@ AudioEvent StrategyCenter_TurretMoveLoop Sounds = vnuklo2a vnuklo2b Attack = vnuklo1a Decay = vnuklo3a - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 VolumeShift = -10% Volume = 55% Priority = LOWEST @@ -1469,7 +1469,7 @@ End AudioEvent StrategyCenter_ArtilleryRound Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 2 Priority = NORMAL @@ -1592,9 +1592,9 @@ End ; Priority = LOWEST ; Volume = 35% ; VolumeShift = -10% -; PitchShift = -10 10 -; MinRange = 100 -; MaxRange = 250 +; PitchShift = -10.0 10.0 +; MinRange = 100.0 +; MaxRange = 250.0 ; Delay = 6000 10000 ; SoundsMorning = abirm01a abirm01b abirm01c ; Sounds = abirj02a abirj02b abirj02c abirj02d abirj02e abirj02f abirj02g @@ -1608,10 +1608,10 @@ AudioEvent ComancheAmbientLoop Sounds = vcomlo2a vcomlo2b vcomlo2c vcomlo2d Attack = vcomlo1a Decay = vcomlo3a - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Volume = 60% Limit = 2 Priority = LOW @@ -1623,7 +1623,7 @@ AudioEvent ComancheDamagedLoop Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a Volume = 85% - MinRange = 150 + MinRange = 150.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1668,7 +1668,7 @@ AudioEvent DemoTrapExplosion Sounds = gexpdema gexpdemb gexpdemc Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Limit = 2 Priority = NORMAL @@ -1680,7 +1680,7 @@ AudioEvent RocketBuggyPowerslide Sounds = vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih Control = RANDOM VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 40% Limit = 2 Priority = LOWEST @@ -1691,7 +1691,7 @@ AudioEvent RocketBuggyLand Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 50% Limit = 2 Priority = LOWEST @@ -1702,7 +1702,7 @@ AudioEvent CarDie Sounds = vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Limit = 2 Priority = NORMAL @@ -1713,7 +1713,7 @@ AudioEvent TerroristSuicides Sounds = gexpmina gexpminb Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Limit = 2 Priority = NORMAL @@ -1724,7 +1724,7 @@ AudioEvent ExplosionRocketBuggyMissile Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -15 15 + PitchShift = -15.0 15.0 Volume = 85% Limit = 2 Priority = NORMAL @@ -1737,7 +1737,7 @@ AudioEvent BuildingToppleDelayMetal Sounds = btopp01a Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Limit = 2 Priority = LOW @@ -1748,7 +1748,7 @@ AudioEvent BuildingToppleDelayStone Sounds = btopp02a Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Limit = 2 Priority = LOW @@ -1759,10 +1759,10 @@ AudioEvent BuildingFallingMetal Sounds = bfall01a Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% - ; MinRange = 200 - ; MaxRange = 500 + ; MinRange = 200.0 + ; MaxRange = 500.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1772,10 +1772,10 @@ AudioEvent BuildingFallingStone Sounds = bfall02a Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% - ; MinRange = 200 - ; MaxRange = 500 + ; MinRange = 200.0 + ; MaxRange = 500.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1786,7 +1786,7 @@ AudioEvent BuildingDestroyStone Control = RANDOM INTERRUPT Priority = LOW VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -1796,7 +1796,7 @@ AudioEvent ExplosionGeneric Sounds = gexp14a gexp14b gexp14c gexp14d gexp15a Control = INTERRUPT RANDOM Limit = 1 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% Priority = NORMAL @@ -1808,7 +1808,7 @@ AudioEvent BuildingCollapse1 Sounds = bcoll01a bcoll01b bcoll02a bcoll03a Control = INTERRUPT RANDOM Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -1819,7 +1819,7 @@ AudioEvent BuildingCollapse2 Sounds = bcoll02a bcoll03a Control = INTERRUPT RANDOM Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -1829,7 +1829,7 @@ End AudioEvent BuildingCollapse3 Sounds = bcoll03a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -1841,7 +1841,7 @@ AudioEvent CarDamagedMoveLoop Control = RANDOM LOOP Limit = 2 Delay = 4000 10000 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Priority = LOW @@ -1851,7 +1851,7 @@ End AudioEvent ComancheCrash Sounds = vcomcraa Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% VolumeShift = -10% Priority = NORMAL @@ -1861,7 +1861,7 @@ End AudioEvent ComancheCrashGlobal Sounds = vcomcraa Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD GLOBAL Priority = NORMAL MinVolume = 80% @@ -1870,7 +1870,7 @@ End AudioEvent ComancheDie Sounds = vcomdi1a Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1879,7 +1879,7 @@ End AudioEvent MIGDie Sounds = vcomdi1a Limit = 3 - PitchShift = -10 0 + PitchShift = -10.0 0.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1890,7 +1890,7 @@ AudioEvent MIGAfterburner Control = INTERRUPT RANDOM Priority = LOW Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -1900,7 +1900,7 @@ AudioEvent VehicleImpactLight Control = RANDOM INTERRUPT Priority = LOW Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% ; MinRange = 200.00 ; MaxRange = 800.00 @@ -1913,7 +1913,7 @@ AudioEvent VehicleImpactHeavy Sounds = gvehim2a gvehim2b gvehim2c gvehim2d gvehim2e gvehim2f gvehim2g gvehim2h gvehim2i Control = RANDOM INTERRUPT Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -20% Volume = 80% ; 60 test Priority = NORMAL @@ -1925,7 +1925,7 @@ AudioEvent DaisyCutterWeapon Sounds = vdaiweaa Limit = 3 Priority = HIGH - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% ; do not modify -mp Type = WORLD SHROUDED EVERYONE @@ -1934,7 +1934,7 @@ End AudioEvent ComancheSpinExplosion Sounds = vcomdi2a Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Priority = NORMAL LowPassCutoff = 60% @@ -1945,7 +1945,7 @@ AudioEvent BEAVIS_Boing Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -1991,7 +1991,7 @@ AudioEvent DebrisBigMetal Control = RANDOM Limit = 2 VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2008,7 +2008,7 @@ AudioEvent QuadCannonCatchFire Sounds = vquadiea Limit = 1 VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2019,7 +2019,7 @@ AudioEvent TankDie Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 105% Limit = 4 Priority = NORMAL @@ -2030,7 +2030,7 @@ AudioEvent BuildingImpactHeavy Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h Control = RANDOM INTERRUPT Limit = 2 - PitchShift = -3 3 + PitchShift = -3.0 3.0 VolumeShift = -20% Volume = 65% Priority = LOW @@ -2042,7 +2042,7 @@ AudioEvent BuildingImpactLight Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -3 3 + PitchShift = -3.0 3.0 Delay = 0 500 VolumeShift = -10% Volume = 55% @@ -2053,10 +2053,10 @@ AudioEvent TechnicalBodyfall Sounds = vtecfala vtecfalb Control = RANDOM Limit = 3 - PitchShift = -3 3 + PitchShift = -3.0 3.0 VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 300 + ; MinRange = 200.0 + ; MaxRange = 300.0 Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2068,11 +2068,11 @@ AudioEvent ChinookAmbientLoop Sounds = vchilo2a vchilo2b vchilo2c vchilo2d Attack = vchilo1a Decay = vchilo3a - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 45% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2084,8 +2084,8 @@ AudioEvent DamAmbientLoop Attack = gdamlo1a Limit = 1 Volume = 65% - MinRange = 100 - MaxRange = 800 + MinRange = 100.0 + MaxRange = 800.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2095,10 +2095,10 @@ AudioEvent DamDamageLoop1 Sounds = gdamlo2b gdamlo2c gdamlo2d Attack = gdamlo2a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% - MinRange = 200 - MaxRange = 900 + MinRange = 200.0 + MaxRange = 900.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2108,10 +2108,10 @@ AudioEvent DamDamageLoop2 Sounds = gdamlo3b gdamlo3c gdamlo3d Attack = gdamlo3a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2121,10 +2121,10 @@ AudioEvent DamDamageLoop3 Sounds = gdamlo5b gdamlo5c gdamlo5d Attack = gdamlo5a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2134,10 +2134,10 @@ AudioEvent DamBreakWaveLoop Sounds = gdamlo4b gdamlo4c gdamlo4d gdamlo4e Attack = gdamlo4a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 130% - MinRange = 600 - MaxRange = 5000 + MinRange = 600.0 + MaxRange = 5000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2146,8 +2146,8 @@ AudioEvent DamBreakStage1 Sounds = gdambre1 Type = WORLD EVERYONE Volume = 120% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Priority = NORMAL MinVolume = 100% End @@ -2157,8 +2157,8 @@ AudioEvent DamBreakStage2 Volume = 120% Priority = NORMAL MinVolume = 100% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Type = WORLD EVERYONE End @@ -2167,8 +2167,8 @@ AudioEvent DamBreakStage3 Volume = 120% Priority = NORMAL MinVolume = 100% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Type = WORLD EVERYONE End @@ -2195,7 +2195,7 @@ AudioEvent RedGuardWeapon Control = RANDOM INTERRUPT Priority = NORMAL VolumeShift = -15% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 95% ; 75 test Type = WORLD SHROUDED EVERYONE @@ -2217,8 +2217,8 @@ AudioEvent ExplosionNeutron Volume = 110% MinVolume = 80% Priority = CRITICAL - MinRange = 1800 - MaxRange = 20000 + MinRange = 1800.0 + MaxRange = 20000.0 Type = WORLD EVERYONE End @@ -2226,7 +2226,7 @@ End AudioEvent OverlordTankWeapon Sounds = voveweaa voveweab voveweac vovewead Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 110% Limit = 3 @@ -2254,9 +2254,9 @@ AudioEvent BuildingNeutronMissileHiss Control = LOOP ALL RANDOM Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a - PitchShift = -2 2 - MinRange = 100 - MaxRange = 500 + PitchShift = -2.0 2.0 + MinRange = 100.0 + MaxRange = 500.0 Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2267,7 +2267,7 @@ AudioEvent RedGuardCheer Sounds = iredcheb ; iredchec iredchea Control = RANDOM Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Type = UI PLAYER End @@ -2276,7 +2276,7 @@ AudioEvent BattleCrySound Sounds = iredchea iredcheb iredchec Control = RANDOM Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Type = UI PLAYER End @@ -2314,7 +2314,7 @@ AudioEvent RaptorJetMissileWeapon Control = INTERRUPT RANDOM Priority = LOW Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -2324,7 +2324,7 @@ AudioEvent StealthJetMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -2334,7 +2334,7 @@ AudioEvent AuroraJetMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -2344,7 +2344,7 @@ AudioEvent A10ThunderboltMissileWeaponSound Control = INTERRUPT RANDOM Priority = NORMAL Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -2354,7 +2354,7 @@ AudioEvent ExplosionJetMissile Priority = NORMAL Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 75% Limit = 1 LowPassCutoff = 50% @@ -2368,9 +2368,9 @@ AudioEvent StealthFighterAmbientLoop Control = LOOP ALL RANDOM Volume = 60% Limit = 3 - MinRange = 75 - MaxRange = 700 - PitchShift = -3 3 + MinRange = 75.0 + MaxRange = 700.0 + PitchShift = -3.0 3.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2380,11 +2380,11 @@ AudioEvent AuroraBomberAmbientLoop Attack = vaurlo1a Decay = vaurlo3a Control = LOOP ALL RANDOM - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Volume = 70% Limit = 3 - PitchShift = -3 3 + PitchShift = -3.0 3.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2394,11 +2394,11 @@ AudioEvent RaptorAmbientLoop Attack = vraplo1a Decay = vraplo3a Control = LOOP ALL RANDOM - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Volume = 60% Limit = 2 - PitchShift = -3 3 + PitchShift = -3.0 3.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2410,8 +2410,8 @@ AudioEvent B52AmbientLoop Control = LOOP ALL RANDOM Volume = 70% Limit = 3 - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2423,8 +2423,8 @@ AudioEvent CINE_B52AmbientLoop Control = LOOP ALL RANDOM Volume = 90% Limit = 3 - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2436,8 +2436,8 @@ AudioEvent C130AmbientLoop Control = LOOP ALL RANDOM Volume = 80% Limit = 3 - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2449,9 +2449,9 @@ AudioEvent MigAmbientLoop Control = LOOP ALL RANDOM Volume = 55% Limit = 3 - MinRange = 75 - MaxRange = 700 - PitchShift = -3 3 + MinRange = 75.0 + MaxRange = 700.0 + PitchShift = -3.0 3.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2461,7 +2461,7 @@ AudioEvent MigJetNapalmWeapon Control = INTERRUPT RANDOM Priority = LOW Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2471,11 +2471,11 @@ AudioEvent BattleshipWeapon Sounds = vbshweaa vbshweab Priority = HIGH Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 110% - MinRange = 300 - MaxRange = 1000 + MinRange = 300.0 + MaxRange = 1000.0 Limit = 3 LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE @@ -2486,9 +2486,9 @@ AudioEvent ExplosionBattleshipTarget Priority = HIGH Control = INTERRUPT RANDOM Limit = 2 - MinRange = 200 - MaxRange = 900 - PitchShift = -10 10 + MinRange = 200.0 + MaxRange = 900.0 + PitchShift = -10.0 10.0 Volume = 120% Type = WORLD SHROUDED EVERYONE End @@ -2508,7 +2508,7 @@ AudioEvent ScorpionTankWeapon Sounds = vscoweaa vscoweab vscoweac vscowead Volume = 85% Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Control = INTERRUPT RANDOM Priority = NORMAL @@ -2518,7 +2518,7 @@ End AudioEvent HumveeWeapon Sounds = vhumweaa vhumweab vhumweac vhumwead Volume = 70% - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Control = INTERRUPT RANDOM @@ -2532,7 +2532,7 @@ AudioEvent HumveeWeaponTOW Priority = LOW Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2563,7 +2563,7 @@ End AudioEvent HumveeMoveStart Sounds = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae Volume = 60% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 0 500 VolumeShift = -10% Control = RANDOM @@ -2579,7 +2579,7 @@ AudioEvent TomahawkWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2587,7 +2587,7 @@ End AudioEvent POWTruckUSAMoveStart Sounds = vpoastaa vpoastab vpoastac vpoastad Volume = 55% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 500 VolumeShift = -10% Priority = LOW @@ -2609,8 +2609,8 @@ AudioEvent DefectorTimerTick Limit = 2 Volume = 50% VolumeShift = -10% - MinRange = 200 - MaxRange = 1200 + MinRange = 200.0 + MaxRange = 1200.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2620,8 +2620,8 @@ AudioEvent CaptureTick Control = INTERRUPT Limit = 2 Volume = 70% - MinRange = 200 - MaxRange = 1200 + MinRange = 200.0 + MaxRange = 1200.0 Type = WORLD SHROUDED EVERYONE End @@ -2663,7 +2663,7 @@ End AudioEvent HeroGLAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 90% @@ -2673,7 +2673,7 @@ End AudioEvent HeroUSAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 90% @@ -2687,9 +2687,9 @@ AudioEvent AmbientInfantryCharge1 Decay = ainfa01f Priority = HIGH Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 700.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2699,9 +2699,9 @@ AudioEvent AmbientCrowdAngryArabs1 Sounds = aangr01a aangr01b aangr01c aangr01d Decay = ainfa01e Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 500 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 500.0 Volume = 25% Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -2719,7 +2719,7 @@ AudioEvent ScriptShellScream1 Sounds = sshel01a sshel01b Control = INTERRUPT Priority = HIGH - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 60% Type = UI PLAYER End @@ -2728,7 +2728,7 @@ AudioEvent ScriptShellScream2 Sounds = sshel02a sshel02b Control = INTERRUPT Priority = HIGH - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 60% Type = UI PLAYER End @@ -2740,7 +2740,7 @@ AudioEvent TunnelRocketWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2751,7 +2751,7 @@ AudioEvent RPGTrooperWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2762,7 +2762,7 @@ AudioEvent MissileDefenderWeapon Priority = NORMAL Limit = 5 VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2773,7 +2773,7 @@ AudioEvent TankHunterWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2784,7 +2784,7 @@ AudioEvent GattlingCannonWeapon Sounds = bgatweaa bgatweab bgatweac bgatwead VolumeShift = -10% Volume = 80% - MinRange = 175 + MinRange = 175.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2795,7 +2795,7 @@ AudioEvent GattlingTankWeapon Sounds = bgatweaa bgatweab bgatweac bgatwead VolumeShift = -10% Volume = 80% - MinRange = 175 + MinRange = 175.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2804,7 +2804,7 @@ End AudioEvent AngryMobWeaponPistol Control = RANDOM INTERRUPT Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 90% Limit = 3 @@ -2815,7 +2815,7 @@ End AudioEvent AngryMobWeaponMolotov Control = RANDOM INTERRUPT Sounds = iangwe2a iangwe2b - PitchShift = -20 10 + PitchShift = -20.0 10.0 VolumeShift = -10% Volume = 90% Limit = 3 @@ -2829,10 +2829,10 @@ AudioEvent AngryMobAmbientLoop Attack = ianglo1a Decay = ianglo3a Priority = NORMAL - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -2876,7 +2876,7 @@ AudioEvent ToxinTractorContaminate Control = RANDOM INTERRUPT Sounds = vtoxcona vtoxconb vtoxconc VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Limit = 2 Priority = NORMAL @@ -2889,7 +2889,7 @@ AudioEvent ToxinTractorWeaponLoop Sounds = vtoxlo2a vtoxlo2b vtoxlo2c vtoxlo2d Attack = vtoxlo1a Decay = vtoxlo3a - PitchShift = -10 0 + PitchShift = -10.0 0.0 VolumeShift = -15% Volume = 70% Limit = 3 @@ -2904,7 +2904,7 @@ AudioEvent ConvoyTruckMoveStart Control = RANDOM INTERRUPT Limit = 2 Volume = 55% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 500 VolumeShift = -10% Priority = LOW @@ -2935,7 +2935,7 @@ AudioEvent ExplosionCarpetBomb Sounds = gexpcara gexpcarb gexpcarc gexpcard Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -2945,7 +2945,7 @@ End AudioEvent RadarVanMoveStart Sounds = vradstaa vradstab vradstac Volume = 55% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 0 500 VolumeShift = -10% Control = RANDOM @@ -2957,7 +2957,7 @@ End AudioEvent CarMoveStart Sounds = vcarstaa vcarstab vcarstac Volume = 55% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 0 500 VolumeShift = -10% Control = RANDOM @@ -2983,7 +2983,7 @@ AudioEvent ScudLauncherWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -3027,11 +3027,11 @@ AudioEvent HackerWeaponLoop Sounds = ihaclo2a ihaclo2b ihaclo2c Attack = ihaco1a Decay = ihaclo3a - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -15% Volume = 60% - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3044,12 +3044,12 @@ AudioEvent BattleDroneWeapon ; Sounds = vdroweaa vdroweab vdroweac vdrowead vdroweae Control = RANDOM INTERRUPT Priority = NORMAL - ; PitchShift = -5 5 + ; PitchShift = -5.0 5.0 VolumeShift = -15% Limit = 3 Volume = 70% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD SHROUDED EVERYONE End @@ -3057,7 +3057,7 @@ AudioEvent ExplosionScudExplosive Sounds = gexpscu1 Control = INTERRUPT Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 100% Priority = NORMAL @@ -3080,8 +3080,8 @@ AudioEvent TerrorCellActivated Limit = 2 VolumeShift = -10% Volume = 110% - MinRange = 300 - MaxRange = 2000 + MinRange = 300.0 + MaxRange = 2000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3092,9 +3092,9 @@ AudioEvent RebelAmbushActivated Limit = 2 VolumeShift = -10% Volume = 130% - PitchShift = 0 20 - MinRange = 300 - MaxRange = 2000 + PitchShift = 0.0 20.0 + MinRange = 300.0 + MaxRange = 2000.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3111,7 +3111,7 @@ AudioEvent RaptorDie Sounds = vrapdiea Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 95% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3122,7 +3122,7 @@ AudioEvent RaptorCrash Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3132,7 +3132,7 @@ AudioEvent CargoJetFlambe Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Limit = 3 Priority = NORMAL @@ -3143,7 +3143,7 @@ End AudioEvent GattlingTankMoveStart Sounds = vgatstaa vgatstab vgatstac vgatstad Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 45% @@ -3157,7 +3157,7 @@ AudioEvent RaptorAfterburner Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3183,7 +3183,7 @@ End AudioEvent RangerFlashBangWeapon Sounds = iranflaa iranflab - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -3192,7 +3192,7 @@ End AudioEvent ExplosionFlashBang Sounds = gexpflaa gexpflab gexpflac - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -3205,10 +3205,10 @@ AudioEvent A10ThunderboltAmbientLoop Decay = va10lo3a Control = LOOP ALL RANDOM Volume = 70% - MinRange = 50 - MaxRange = 700 + MinRange = 50.0 + MaxRange = 700.0 Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3218,9 +3218,9 @@ AudioEvent A10ThunderboltDive Control = RANDOM Volume = 100% Limit = 1 - PitchShift = -5 5 - MinRange = 250 - MaxRange = 1000 + PitchShift = -5.0 5.0 + MinRange = 250.0 + MaxRange = 1000.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3230,7 +3230,7 @@ AudioEvent ExplosionA10ThunderboltMissile Priority = NORMAL Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 85% Limit = 1 Type = WORLD SHROUDED EVERYONE @@ -3247,7 +3247,7 @@ AudioEvent ScudStormLaunch Control = INTERRUPT RANDOM Priority = HIGH Limit = 4 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 105% Type = WORLD SHROUDED EVERYONE End @@ -3278,7 +3278,7 @@ AudioEvent BombTruckDisguiseRevealedSuccess Sounds = ; iredchea iredcheb iredchec Control = RANDOM Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Priority = NORMAL Type = UI @@ -3294,7 +3294,7 @@ End AudioEvent PaladinPointDefenseLaserPulse Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d Control = RANDOM INTERRUPT - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 75% Limit = 3 @@ -3311,8 +3311,8 @@ End AudioEvent BeaconPlacementFailed Sounds = uralsetn - ; MinRange = 100 - ; MaxRange = 500 + ; MinRange = 100.0 + ; MaxRange = 500.0 MinVolume = 80% Priority = HIGH Type = WORLD PLAYER @@ -3323,7 +3323,7 @@ AudioEvent GenericMissileDisintegration Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 85% Limit = 2 Priority = LOW @@ -3336,7 +3336,7 @@ AudioEvent PatriotBatteryWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -3344,7 +3344,7 @@ End AudioEvent PathfinderWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 100% @@ -3355,7 +3355,7 @@ End AudioEvent JarmenKellWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 100% @@ -3366,7 +3366,7 @@ End AudioEvent JarmenKellWeaponSnipe Sounds = ijarwe2a Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 100% @@ -3388,7 +3388,7 @@ AudioEvent BombTruckDefaultBombDetonation Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% Priority = NORMAL @@ -3409,7 +3409,7 @@ AudioEvent BombTruckBioBomb Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% Priority = NORMAL @@ -3423,7 +3423,7 @@ AudioEvent BombTruckHighExplosiveBomb Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% Priority = NORMAL @@ -3435,8 +3435,8 @@ AudioEvent ParticleUplinkCannon_PowerupSoundLoop Attack = sparlo1a Control = RANDOM Control = LOOP ALL RANDOM - MinRange = 300 - MaxRange = 1000 + MinRange = 300.0 + MaxRange = 1000.0 Limit = 2 Volume = 110% Priority = CRITICAL @@ -3447,8 +3447,8 @@ AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop Sounds = sparlo2b sparlo2c Attack = sparlo2a Control = LOOP ALL RANDOM - MinRange = 300 - MaxRange = 1000 + MinRange = 300.0 + MaxRange = 1000.0 Volume = 110% Limit = 2 Priority = CRITICAL @@ -3460,8 +3460,8 @@ AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop Attack = sparlo3a Decay = sparlo3d Control = LOOP ALL RANDOM - MinRange = 300 - MaxRange = 1000 + MinRange = 300.0 + MaxRange = 1000.0 Volume = 120% Limit = 2 Priority = CRITICAL @@ -3474,8 +3474,8 @@ AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop Sounds = sparlo4b sparlo4c sparlo4d Attack = sparlo4a Decay = sparlo4e - MinRange = 1800 - MaxRange = 20000 + MinRange = 1800.0 + MaxRange = 20000.0 Volume = 110% Limit = 2 Priority = CRITICAL @@ -3495,8 +3495,8 @@ AudioEvent TrainRunningLoop Sounds = gtralo2a gtralo2b gtralo2c Attack = gtralo1a Decay = gtralo3a - MinRange = 250 - MaxRange = 1500 + MinRange = 250.0 + MaxRange = 1500.0 Volume = 90% Limit = 1 Priority = NORMAL @@ -3507,7 +3507,7 @@ End AudioEvent TrainClicketyClack Sounds = gtraclaa gtraclab gtraclac gtraclad Control = RANDOM - PitchShift = 0 30 + PitchShift = 0.0 30.0 VolumeShift = -20% Volume = 70% Limit = 5 @@ -3521,9 +3521,9 @@ AudioEvent ArtilleryBarrageIncomingWhistle Volume = 70% VolumeShift = -20% Limit = 4 - MinRange = 300 - MaxRange = 2000 - PitchShift = -20 20 + MinRange = 300.0 + MaxRange = 2000.0 + PitchShift = -20.0 20.0 Priority = NORMAL Type = WORLD EVERYONE End @@ -3533,7 +3533,7 @@ AudioEvent NukeCannonIncomingWhistle Delay = 400 1000 Control = RANDOM Volume = 60% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3543,7 +3543,7 @@ AudioEvent InfernoCannonIncomingWhistle Delay = 300 700 Control = RANDOM Volume = 60% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3561,7 +3561,7 @@ AudioEvent MineExplosion Sounds = gexpmina gexpminb Control = INTERRUPT RANDOM VolumeShift = -15% - PitchShift = -15 15 + PitchShift = -15.0 15.0 Volume = 80% Limit = 3 Priority = HIGH @@ -3572,7 +3572,7 @@ End AudioEvent MineClearedByWorker Sounds = gminecla gmineclb Control = INTERRUPT RANDOM - PitchShift = -20 20 + PitchShift = -20.0 20.0 VolumeShift = -15% Volume = 80% Limit = 3 @@ -3583,7 +3583,7 @@ End AudioEvent MineClearedByDozer Sounds = gminecla gmineclb Control = INTERRUPT RANDOM - PitchShift = -20 20 + PitchShift = -20.0 20.0 VolumeShift = -15% Volume = 80% Limit = 3 @@ -3605,8 +3605,8 @@ AudioEvent ExplosionClusterMine Control = INTERRUPT RANDOM Volume = 100% Limit = 1 - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3627,7 +3627,7 @@ AudioEvent ColonelBurtonWeapon Control = RANDOM Limit = 2 Priority = NORMAL - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -15% Volume = 95% Priority = HIGH @@ -3637,7 +3637,7 @@ End AudioEvent BlackLotusPack Sounds = iblasetb Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3646,7 +3646,7 @@ End AudioEvent BlackLotusUnpack Sounds = iblaseta Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3669,7 +3669,7 @@ AudioEvent BlackLotusPrepLoop Priority = LOW Volume = 50% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3677,7 +3677,7 @@ End AudioEvent HackerPack Sounds = iblasetb Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3687,7 +3687,7 @@ AudioEvent HackerUnpack Sounds = ihacseta Control = INTERRUPT RANDOM Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3701,7 +3701,7 @@ AudioEvent HackerPrepLoop Priority = LOW Volume = 50% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3738,7 +3738,7 @@ End AudioEvent AvalancheCrack Sounds = btopp02a Control = INTERRUPT - PitchShift = -50 -50 + PitchShift = -50.0 -50.0 Volume = 120% Limit = 10 Type = WORLD SHROUDED EVERYONE @@ -3747,7 +3747,7 @@ End AudioEvent IRPing Sounds = ; icolbeep -Dustin says "no beep" Control = INTERRUPT - PitchShift = 100 100 + PitchShift = 100.0 100.0 Limit = 3 Volume = 25% Type = WORLD SHROUDED EVERYONE @@ -3756,7 +3756,7 @@ End AudioEvent IRPingLoud Sounds = ; icolbeep -Dustin says "no beep" Control = INTERRUPT - PitchShift = 120 120 + PitchShift = 120.0 120.0 Limit = 3 Volume = 35% Type = WORLD SHROUDED EVERYONE @@ -3768,7 +3768,7 @@ AudioEvent AngryMobWeaponAK47 Control = RANDOM INTERRUPT Priority = NORMAL VolumeShift = -15% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 75% Type = WORLD SHROUDED EVERYONE @@ -3844,7 +3844,7 @@ End AudioEvent RailroadBridgeMetalFatigue Sounds = btopp01a Limit = 2 - PitchShift = -40 -10 + PitchShift = -40.0 -10.0 Volume = 110% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3858,8 +3858,8 @@ AudioEvent ComancheWeaponMachineGun VolumeShift = -15% Limit = 3 Volume = 70% - ; MinRange = 400 - ; MaxRange = 800 + ; MinRange = 400.0 + ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE End @@ -3869,7 +3869,7 @@ AudioEvent RiverSplash5000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 80% - PitchShift = 10 30 + PitchShift = 10.0 30.0 Delay = 5000 5000 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3879,7 +3879,7 @@ AudioEvent RiverSplash6000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 100% - PitchShift = 0 11 + PitchShift = 0.0 11.0 Delay = 6000 6000 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3889,7 +3889,7 @@ AudioEvent RiverSplash7000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 80% - PitchShift = 30 70 + PitchShift = 30.0 70.0 Delay = 7000 7000 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3923,7 +3923,7 @@ AudioEvent ExplosionFire Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Limit = 3 Priority = NORMAL @@ -3934,7 +3934,7 @@ AudioEvent ExplosionArtilleryBarrage Sounds = gexparta gexpartb gexpartc Control = INTERRUPT RANDOM VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Volume = 100% Limit = 5 Priority = NORMAL @@ -3964,8 +3964,8 @@ AudioEvent PoliceCarSirenLoop Attack = vcoplo1 Priority = NORMAL Limit = 2 - MinRange = 100 - ; MaxRange = 400 + MinRange = 100.0 + ; MaxRange = 400.0 Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -4008,8 +4008,8 @@ AudioEvent OverlordTankTurretMoveLoop Sounds = vovelo2a vovelo2b Attack = vovelo1a Decay = vovelo3a - MinRange = 75 - MaxRange = 600 + MinRange = 75.0 + MaxRange = 600.0 VolumeShift = -20% Volume = 40% Limit = 2 @@ -4021,7 +4021,7 @@ AudioEvent BuildingDie Sounds = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 110% Priority = NORMAL @@ -4032,7 +4032,7 @@ AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 110% Priority = NORMAL @@ -4043,7 +4043,7 @@ AudioEvent VehicleDamagedState Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 80% Priority = NORMAL @@ -4053,7 +4053,7 @@ End AudioEvent NukeCannonWeapon Sounds = vnukweaa Control = INTERRUPT - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -20% Volume = 110% Limit = 2 @@ -4068,8 +4068,8 @@ AudioEvent ExplosionAnthraxBomb MinVolume = 80% Limit = 3 Priority = CRITICAL - MinRange = 1800 - MaxRange = 20000 + MinRange = 1800.0 + MaxRange = 20000.0 Priority = HIGH Type = WORLD EVERYONE End @@ -4077,14 +4077,14 @@ End AudioEvent NukeCannonDeploy Sounds = vnukde1a Volume = 100% - PitchShift = -20 0 + PitchShift = -20.0 0.0 Type = WORLD SHROUDED EVERYONE End AudioEvent NukeCannonUnDeploy Sounds = vnukde2a Volume = 100% - PitchShift = -20 0 + PitchShift = -20.0 0.0 Type = WORLD SHROUDED EVERYONE End @@ -4094,7 +4094,7 @@ AudioEvent RepairSparks Control = RANDOM Limit = 4 Volume = 50% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Type = WORLD SHROUDED EVERYONE End @@ -4180,8 +4180,8 @@ AudioEvent NukeCannonTurretMoveLoop Sounds = vnuklo2a vnuklo2b Attack = vnuklo1a Decay = vnuklo3a - ; MinRange = 100 - ; MaxRange = 400 + ; MinRange = 100.0 + ; MaxRange = 400.0 VolumeShift = -10% Volume = 45% Priority = LOW @@ -4233,7 +4233,7 @@ AudioEvent ToxinTractorDie Sounds = vtoxdiea vtoxdieb Delay = 300 500 Control = RANDOM - PitchShift = -15 15 + PitchShift = -15.0 15.0 Volume = 100% Limit = 3 Priority = NORMAL @@ -4246,7 +4246,7 @@ AudioEvent BuildingDebris Control = RANDOM Limit = 3 VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -4302,7 +4302,7 @@ AudioEvent CrateMoney Control = RANDOM Limit = 3 VolumeShift = -10% - MinRange = 150 + MinRange = 150.0 Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4332,10 +4332,10 @@ AudioEvent CivPropPlaneAmbientLoop Priority = LOWEST Limit = 2 Volume = 60% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4347,9 +4347,9 @@ AudioEvent CivAirportAmbience Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4361,8 +4361,8 @@ AudioEvent CivIndustrialPlantAmbientLoop Priority = LOWEST Volume = 85% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4374,8 +4374,8 @@ AudioEvent ChemBunkerDamagedAmbientLoop Priority = LOWEST Volume = 85% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4389,8 +4389,8 @@ AudioEvent ToxicPoolAmbientLoop Limit = 2 Volume = 85% VolumeShift = -20% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4400,8 +4400,8 @@ AudioEvent ToxicPoolDie Limit = 2 Volume = 85% VolumeShift = -20% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4414,9 +4414,9 @@ AudioEvent AnthraxPoolAmbientLoop Limit = 2 Volume = 85% VolumeShift = -20% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4427,8 +4427,8 @@ AudioEvent AnthraxPoolDie Limit = 2 Volume = 85% VolumeShift = -20% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4442,7 +4442,7 @@ AudioEvent RadiationPoolAmbientLoop Limit = 2 Volume = 85% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4452,8 +4452,8 @@ AudioEvent RadiationPoolDie Limit = 2 Volume = 85% VolumeShift = -20% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4465,9 +4465,9 @@ AudioEvent HotelAmbientDiver Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4477,8 +4477,8 @@ AudioEvent HotelAmbientSwimmerLoop Priority = LOWEST Volume = 65% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4488,8 +4488,8 @@ AudioEvent HotelAmbientTennisLoop Priority = LOWEST Volume = 60% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4500,8 +4500,8 @@ AudioEvent CraneAmbience Priority = LOWEST Volume = 55% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4515,8 +4515,8 @@ AudioEvent OilDerrickAmbientLoop Priority = LOWEST Volume = 55% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4527,9 +4527,9 @@ AudioEvent FarmAmbientLoop Volume = 65% Limit = 2 VolumeShift = -10% - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4541,9 +4541,9 @@ AudioEvent CowAmbience Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4553,9 +4553,9 @@ AudioEvent DocksWallaLoop Priority = LOWEST Volume = 75% Limit = 1 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4567,8 +4567,8 @@ AudioEvent ParkChimes Priority = LOWEST Volume = 55% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4579,9 +4579,9 @@ AudioEvent DocksUrbanBirdsAmbience Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4592,8 +4592,8 @@ AudioEvent IndustrialYardAmbientLoop Priority = LOWEST Volume = 80% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4604,8 +4604,8 @@ AudioEvent ChinaNightClubLoop Priority = LOWEST Volume = 80% VolumeShift = -5% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4616,9 +4616,9 @@ AudioEvent DocksVillageWaterLapping Priority = LOWEST Volume = 75% Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4629,9 +4629,9 @@ AudioEvent PlaygroundAmbience Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4645,9 +4645,9 @@ AudioEvent Amb_DesertFarmGoat Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4658,9 +4658,9 @@ AudioEvent Amb_DesertFarmRooster Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4671,9 +4671,9 @@ AudioEvent Amb_DesertFarmSheep Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4684,8 +4684,8 @@ AudioEvent Amb_DesertMarketBell Priority = LOWEST Volume = 70% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4696,9 +4696,9 @@ AudioEvent Amb_DesertMarketCarHorn Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4710,9 +4710,9 @@ AudioEvent Amb_DesertMarketDog Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4723,9 +4723,9 @@ AudioEvent Amb_DesertMarketDog2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4736,9 +4736,9 @@ AudioEvent Amb_DesertMarketGoat Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 100 - ; MaxRange = 800 + PitchShift = -10.0 10.0 + MinRange = 100.0 + ; MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4749,9 +4749,9 @@ AudioEvent Amb_DesertMarketMoped Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4761,8 +4761,8 @@ AudioEvent Amb_DesertMarketWallaMusicLoop Priority = LOWEST Volume = 60% Limit = 2 - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -4772,9 +4772,9 @@ AudioEvent Amb_DesertMarketWallaLoop Priority = LOWEST Volume = 60% Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -4784,9 +4784,9 @@ AudioEvent Amb_DesertMarketWallaWomenLoop Priority = LOWEST Volume = 60% Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -4797,9 +4797,9 @@ AudioEvent Amb_DesertNatureDayBirds Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4810,9 +4810,9 @@ AudioEvent Amb_DesertNatureDayBirds2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4823,8 +4823,8 @@ AudioEvent Amb_DesertNatureDayInsects Priority = LOWEST Volume = 70% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4835,9 +4835,9 @@ AudioEvent Amb_DesertNatureDayInsects2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4848,9 +4848,9 @@ AudioEvent Amb_DesertNatureDayInsects3 Priority = LOWEST Volume = 100% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4860,9 +4860,9 @@ AudioEvent Amb_DesertNatureWindThinLoop Priority = LOWEST Volume = 105% Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -4872,9 +4872,9 @@ AudioEvent Amb_DesertNatureWindTreesLoop Priority = LOWEST Volume = 75% Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4884,9 +4884,9 @@ AudioEvent Amb_DesertNatureWindThickLoop Priority = LOWEST Volume = 90% Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -4896,9 +4896,9 @@ AudioEvent Amb_DesertVillageDayBirds Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4909,9 +4909,9 @@ AudioEvent Amb_DesertVillageDayBirds2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4923,9 +4923,9 @@ AudioEvent Amb_DesertVillageDayDog Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4936,9 +4936,9 @@ AudioEvent Amb_DesertVillageKids Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4949,9 +4949,9 @@ AudioEvent Amb_DesertVillageKids2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4961,9 +4961,9 @@ AudioEvent Amb_DesertVillageDayMenLoop Priority = LOWEST Volume = 65% Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -4974,9 +4974,9 @@ AudioEvent Amb_DesertVillageDayMoped Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4987,9 +4987,9 @@ AudioEvent Amb_DesertVillageDayRooster Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4999,9 +4999,9 @@ AudioEvent Amb_DesertVillageDayWallaLoop Priority = LOWEST Volume = 65% Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5012,9 +5012,9 @@ AudioEvent Amb_DesertNatureNightInsectLoop Priority = LOWEST Volume = 60% Limit = 2 - PitchShift = -2 2 - MinRange = 75 - MaxRange = 700 + PitchShift = -2.0 2.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5025,9 +5025,9 @@ AudioEvent Amb_DesertVillageNightCat Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5038,9 +5038,9 @@ AudioEvent Amb_DesertVillageNightDog Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5051,9 +5051,9 @@ AudioEvent Amb_DesertVillageNightDog2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5063,9 +5063,9 @@ AudioEvent Amb_DesertVillageNightDrummerLoop Priority = LOWEST Volume = 75% Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5075,9 +5075,9 @@ AudioEvent Amb_DesertVillageNightInsect Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -3 3 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -3.0 3.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5087,9 +5087,9 @@ AudioEvent Amb_DesertVillageNightInsect2 Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -3 3 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -3.0 3.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5099,9 +5099,9 @@ AudioEvent Amb_DesertVillageNightMenLoop Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5112,9 +5112,9 @@ AudioEvent Amb_DesertVillageNightTrash Priority = LOWEST Volume = 70% VolumeShift = -20% - PitchShift = -20 20 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -20.0 20.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5124,9 +5124,9 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 75 - MaxRange = 700 + PitchShift = -10.0 10.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5136,9 +5136,9 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop2 Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 75 - MaxRange = 700 + PitchShift = -10.0 10.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5148,9 +5148,9 @@ AudioEvent Amb_UrbanBusStationAmbientLoop Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 75 - MaxRange = 700 + PitchShift = -10.0 10.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5161,9 +5161,9 @@ AudioEvent Amb_UrbanBusStationPAVoice Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5174,9 +5174,9 @@ AudioEvent Amb_UrbanBusStationBuses Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5187,8 +5187,8 @@ AudioEvent Amb_UrbanCemetaryBell Priority = LOWEST Volume = 70% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5199,9 +5199,9 @@ AudioEvent Amb_UrbanCemetaryDigging Priority = LOWEST Volume = 75% VolumeShift = -15% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5212,9 +5212,9 @@ AudioEvent Amb_UrbanNightChinaBikeBell Priority = LOWEST Volume = 95% VolumeShift = -10% - PitchShift = -3 3 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -3.0 3.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5224,8 +5224,8 @@ AudioEvent Amb_UrbanNightChinaClub2 Priority = LOWEST Volume = 80% VolumeShift = -10% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5235,9 +5235,9 @@ AudioEvent Amb_UrbanParkAmbientLoop Priority = LOWEST Volume = 85% VolumeShift = -10% - PitchShift = -3 3 - MinRange = 75 - MaxRange = 700 + PitchShift = -3.0 3.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5248,9 +5248,9 @@ AudioEvent Amb_UrbanParkBirds Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 200 - MaxRange = 800 + PitchShift = -10.0 10.0 + MinRange = 200.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5262,8 +5262,8 @@ AudioEvent Amb_UrbanParkChimes Priority = LOWEST Volume = 65% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5274,9 +5274,9 @@ AudioEvent Amb_UrbanParkDucks Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5285,9 +5285,9 @@ AudioEvent Amb_UrbanPoliceSiren Priority = LOWEST Volume = 90% VolumeShift = -10% - PitchShift = -3 3 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -3.0 3.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5297,8 +5297,8 @@ AudioEvent Amb_UrbanPoliceSirenLoop Priority = LOWEST Volume = 90% VolumeShift = -10% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5308,10 +5308,10 @@ AudioEvent Amb_UrbanCityAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Volume = 75% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5320,8 +5320,8 @@ AudioEvent Amb_UrbanCityAmbientLoop2 Control = LOOP ALL RANDOM Priority = LOWEST Volume = 75% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 VolumeShift = -10% Type = WORLD EVERYONE End @@ -5333,9 +5333,9 @@ AudioEvent Amb_UrbanDocksBirds Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5345,8 +5345,8 @@ AudioEvent Amb_UrbanDocksAmbientLoop Priority = LOWEST Volume = 70% VolumeShift = -10% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5358,8 +5358,8 @@ AudioEvent Amb_UrbanDocksBouy Priority = LOWEST Volume = 65% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5370,8 +5370,8 @@ AudioEvent Amb_UrbanDocksFoghorn Priority = LOWEST Volume = 80% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5381,8 +5381,8 @@ AudioEvent Amb_UrbanDocksMachineryLoop Priority = LOWEST Volume = 75% VolumeShift = -10% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5394,9 +5394,9 @@ AudioEvent Amb_WinterNatureWoodpecker Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5407,9 +5407,9 @@ AudioEvent Amb_WinterNatureCrows Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5420,9 +5420,9 @@ AudioEvent Amb_WinterNatureCrows2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5432,9 +5432,9 @@ AudioEvent Amb_WinterNatureWindLoop Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 75 - MaxRange = 700 + PitchShift = -10.0 10.0 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5445,9 +5445,9 @@ AudioEvent Amb_WinterNatureNightWolves Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5458,9 +5458,9 @@ AudioEvent Amb_UrbanIndustrialYardPileDriver Priority = LOWEST Volume = 45% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 100 - MaxRange = 600 + PitchShift = -10.0 10.0 + MinRange = 100.0 + MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5470,8 +5470,8 @@ AudioEvent Amb_UrbanIndustrialYardGeneratorLoop Priority = LOWEST Volume = 55% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5482,7 +5482,7 @@ AudioEvent Amb_WaterOceanWaves Priority = LOWEST Volume = 65% Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5491,7 +5491,7 @@ AudioEvent Amb_WaterLakeWaves Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST VolumeShift = -10% - PitchShift = -15 0 + PitchShift = -15.0 0.0 Delay = 3000 5000 Volume = 45% @@ -5503,10 +5503,10 @@ AudioEvent Amb_WaterRiverLoop Sounds = ariver1a ariver1b ariver1c Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 50% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 VolumeShift = -10% Type = WORLD EVERYONE End @@ -5516,11 +5516,11 @@ AudioEvent Amb_WaterStreamLoop Sounds = awatstra awatstrb awatstrc Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 45% VolumeShift = -10% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5530,10 +5530,10 @@ AudioEvent Amb_WinterNatureWindCold Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Delay = 8000 16000 - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5543,7 +5543,7 @@ AudioEvent Amb_WinterNatureWind Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Delay = 8000 16000 Type = WORLD EVERYONE End @@ -5554,10 +5554,10 @@ AudioEvent Amb_DesertVillageDayDog2 Priority = LOWEST Volume = 55% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 10000 15000 - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5567,10 +5567,10 @@ AudioEvent Amb_TemperateNightOwl Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 6000 10000 - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5580,7 +5580,7 @@ AudioEvent Amb_DesertNatureWindNight Priority = LOWEST Volume = 65% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Delay = 12000 20000 Type = WORLD EVERYONE End @@ -5590,9 +5590,9 @@ AudioEvent Amb_TemperateMeadowAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 65 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 65.0 + MaxRange = 700.0 Volume = 50% Type = WORLD EVERYONE End @@ -5602,9 +5602,9 @@ AudioEvent Amb_TemperateMarshAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 50% Type = WORLD EVERYONE End @@ -5617,9 +5617,9 @@ AudioEvent Amb_DesertMarketWallaLoop2 Priority = LOWEST Volume = 45% Limit = 2 - MinRange = 75 - MaxRange = 700 - PitchShift = -5 5 + MinRange = 75.0 + MaxRange = 700.0 + PitchShift = -5.0 5.0 Type = WORLD EVERYONE End @@ -5631,9 +5631,9 @@ AudioEvent Amb_DesertMarketWallaLoop3 ; Decay = amarke2g Volume = 45% Limit = 2 - MinRange = 75 - MaxRange = 700 - PitchShift = -5 5 + MinRange = 75.0 + MaxRange = 700.0 + PitchShift = -5.0 5.0 Type = WORLD EVERYONE End @@ -5642,9 +5642,9 @@ AudioEvent Amb_DesertVillageDayWallaLoop2 Sounds = avill01a avill01b avill01c avill01d avill01e Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 45% Type = WORLD EVERYONE End @@ -5654,9 +5654,9 @@ AudioEvent Amb_JungleDayDenseAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 70% Type = WORLD EVERYONE End @@ -5666,9 +5666,9 @@ AudioEvent Amb_JungleDayDenseAmbientLoop2 Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 70% Type = WORLD EVERYONE End @@ -5679,9 +5679,9 @@ AudioEvent Amb_JungleDayDenseAmbientBirds Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 70% Type = WORLD EVERYONE End @@ -5691,9 +5691,9 @@ AudioEvent Amb_JungleDaySparseAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 75% Type = WORLD EVERYONE End @@ -5704,9 +5704,9 @@ AudioEvent Amb_JungleDaySparseAmbientAnimal Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 70% Type = WORLD EVERYONE End @@ -5717,9 +5717,9 @@ AudioEvent Amb_JungleNightAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 70% Type = WORLD EVERYONE End @@ -5729,9 +5729,9 @@ AudioEvent Amb_JungleNightAmbientLoop2 Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 70% Type = WORLD EVERYONE End @@ -5742,8 +5742,8 @@ AudioEvent Amb_MountainNatureAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Volume = 70% Type = WORLD EVERYONE End @@ -5754,8 +5754,8 @@ AudioEvent Amb_MountainBell Delay = 15000 20000 Priority = LOWEST Limit = 2 - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 70% Type = WORLD EVERYONE End @@ -5767,8 +5767,8 @@ AudioEvent Amb_MountainBirds Volume = 70% VolumeShift = -10% Delay = 6000 12000 - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5779,8 +5779,8 @@ AudioEvent Amb_MountainBirds2 Volume = 70% VolumeShift = -10% Delay = 6000 12000 - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5789,9 +5789,9 @@ AudioEvent Amb_TemperateForestBirdsLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 100% Type = WORLD EVERYONE End @@ -5802,9 +5802,9 @@ AudioEvent Amb_TemperateForestBirds Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 95% Type = WORLD EVERYONE End @@ -5814,9 +5814,9 @@ AudioEvent Amb_TemperateForestTreesLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 100% Type = WORLD EVERYONE End @@ -5827,9 +5827,9 @@ AudioEvent Amb_TemperateForestTrees Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 95% Type = WORLD EVERYONE End @@ -5839,9 +5839,9 @@ AudioEvent Amb_TemperateMeadowBirdsLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 75% Type = WORLD EVERYONE End @@ -5852,9 +5852,9 @@ AudioEvent Amb_TemperateMeadowBirdsLoop2 Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 85% Type = WORLD EVERYONE End @@ -5866,9 +5866,9 @@ AudioEvent Amb_TemperateMeadowBirds Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 85% Type = WORLD EVERYONE End @@ -5878,9 +5878,9 @@ AudioEvent Amb_UrbanChinaCourtyardLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 125 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 125.0 + MaxRange = 800.0 Volume = 75% Type = WORLD EVERYONE End @@ -5892,9 +5892,9 @@ AudioEvent Amb_UrbanChinaCourtyardBirds Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 75% Type = WORLD EVERYONE End @@ -5906,8 +5906,8 @@ AudioEvent Amb_UrbanChinaCourtyardChimes Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 60% Type = WORLD EVERYONE End @@ -5917,9 +5917,9 @@ AudioEvent Amb_UrbanChinaCourtyardWallaLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 75% Type = WORLD EVERYONE End @@ -5929,11 +5929,11 @@ AudioEvent Amb_WaterFountainLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 30 + PitchShift = -5.0 5.0 + MinRange = 30.0 Volume = 25% - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5942,9 +5942,9 @@ AudioEvent Amb_WaterLakeAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 70% Type = WORLD EVERYONE End @@ -5954,9 +5954,9 @@ AudioEvent Amb_WaterLakeLappingLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 75 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 75.0 + MaxRange = 700.0 Volume = 65% Type = WORLD EVERYONE End @@ -5967,9 +5967,9 @@ AudioEvent Amb_WaterLakeLapping Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 70% Type = WORLD EVERYONE End @@ -5979,10 +5979,10 @@ AudioEvent Amb_TemperateTownDayAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 100% - MinRange = 75 - MaxRange = 800 + MinRange = 75.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5992,9 +5992,9 @@ AudioEvent Amb_TemperateTownDayPigDog Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 60% Type = WORLD EVERYONE End @@ -6005,9 +6005,9 @@ AudioEvent Amb_TemperateTownDayPig Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 60% Type = WORLD EVERYONE End @@ -6017,9 +6017,9 @@ AudioEvent Amb_DesertVillageMilitary Sounds = aglab01a aglab01b aglab01c aglab01d aglab01e Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -6031,9 +6031,9 @@ AudioEvent AmbientWavesLake Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST VolumeShift = -10% - ; MinRange = 100 - ; MaxRange = 300 - PitchShift = -15 0 + ; MinRange = 100.0 + ; MaxRange = 300.0 + PitchShift = -15.0 0.0 Delay = 3000 5000 Volume = 45% Type = WORLD EVERYONE @@ -6048,7 +6048,7 @@ AudioEvent AmbientWavesOcean1 Priority = LOWEST Volume = 70% Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -6059,9 +6059,9 @@ AudioEvent AmbientRiver Sounds = ariver1a ariver1b ariver1c Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 400 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 400.0 Volume = 45% Type = WORLD EVERYONE End @@ -6072,9 +6072,9 @@ AudioEvent AmbientWindCold Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 100 - ; MaxRange = 300 + PitchShift = -10.0 10.0 + ; MinRange = 100.0 + ; MaxRange = 300.0 Delay = 4000 8000 Sounds = awind3a awind3b Type = WORLD EVERYONE @@ -6086,9 +6086,9 @@ AudioEvent AmbientWindMountain Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 100 - ; MaxRange = 300 + PitchShift = -10.0 10.0 + ; MinRange = 100.0 + ; MaxRange = 300.0 Delay = 4000 8000 Sounds = awind2a awind2b awind2c Type = WORLD EVERYONE @@ -6101,7 +6101,7 @@ AudioEvent AmbientDogBarking Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE End @@ -6113,7 +6113,7 @@ AudioEvent AmbientNightOwl Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE End @@ -6125,7 +6125,7 @@ AudioEvent AmbientWindDesert Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Delay = 3000 7000 Type = WORLD EVERYONE End @@ -6136,9 +6136,9 @@ AudioEvent AmbientMeadow Sounds = ameado1a ameado1b ameado1c Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 500 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 50% Type = WORLD EVERYONE End @@ -6149,9 +6149,9 @@ AudioEvent AmbientMarsh Sounds = amarsh1a amarsh1b amarsh1c amarsh1d amarsh1e amarsh1f amarsh1g amarsh1h Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 500 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 50% Type = WORLD EVERYONE End @@ -6163,11 +6163,11 @@ AudioEvent AmbientArabMarket1 Attack = amarke1f Decay = amarke1g Priority = LOWEST - ; MinRange = 100 - ; MaxRange = 200 + ; MinRange = 100.0 + ; MaxRange = 200.0 Volume = 45% Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE End @@ -6178,11 +6178,11 @@ AudioEvent AmbientArabMarket2 Priority = LOWEST Attack = amarke2f Decay = amarke2g - ; MinRange = 100 - ; MaxRange = 200 + ; MinRange = 100.0 + ; MaxRange = 200.0 Volume = 45% Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE End @@ -6193,11 +6193,11 @@ AudioEvent AmbientArabMarket3 Priority = LOWEST Attack = amarke3f Decay = amarke3g - ; MinRange = 100 - ; MaxRange = 200 + ; MinRange = 100.0 + ; MaxRange = 200.0 Volume = 45% Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE End @@ -6207,9 +6207,9 @@ AudioEvent AmbientVillage1 Sounds = avill01a avill01b avill01c avill01d avill01e Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 200 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 200.0 Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -6220,9 +6220,9 @@ AudioEvent AmbientGLABase Sounds = aglab01a aglab01b aglab01c aglab01d aglab01e Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 500 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -6239,8 +6239,8 @@ AudioEvent Cin_ParadeAmbientLoop Sounds = cparamba cparambb cparambc Priority = LOWEST Limit = 2 - ; MinRange = 100 - ; MaxRange = 500 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 90% Type = WORLD EVERYONE End @@ -6250,7 +6250,7 @@ AudioEvent Cin_ParadeMarchingLoop Sounds = cparmara cparmarb cparmarc cparmard Priority = LOWEST Limit = 2 - MinRange = 100 + MinRange = 100.0 Volume = 80% Type = WORLD EVERYONE End @@ -6261,9 +6261,9 @@ AudioEvent Cin_ParadeTank1 Control = RANDOM Priority = LOW Limit = 2 - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -5 5 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 85% Type = WORLD EVERYONE @@ -6274,9 +6274,9 @@ AudioEvent Cin_ParadeTank2 Control = RANDOM Priority = LOW Limit = 2 - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -5 5 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Type = WORLD EVERYONE @@ -6287,9 +6287,9 @@ AudioEvent Cin_ParadeTank3 Control = RANDOM Priority = LOW Limit = 2 - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -5 5 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 85% Type = WORLD EVERYONE @@ -6300,7 +6300,7 @@ AudioEvent Cin_ParadePanicFemaleLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Type = WORLD EVERYONE @@ -6313,8 +6313,8 @@ AudioEvent Cin_ParadeCrowdLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 2 - MinRange = 200 - MaxRange = 800 + MinRange = 200.0 + MaxRange = 800.0 VolumeShift = -10% Volume = 85% Type = WORLD EVERYONE @@ -6327,8 +6327,8 @@ AudioEvent Cin_NukeAftermathAmbientFX Priority = LOW Delay = 2000 4000 Limit = 2 - MinRange = 200 - PitchShift = -5 5 + MinRange = 200.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 75% Type = WORLD EVERYONE @@ -6341,9 +6341,9 @@ AudioEvent Cin_NukeAftermathAmbientLoop Attack = caftlo1a Decay = caftlo3a Limit = 2 - ; MinRange = 200 - ; MaxRange = 600 - PitchShift = -5 5 + ; MinRange = 200.0 + ; MaxRange = 600.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Type = WORLD EVERYONE @@ -6381,8 +6381,8 @@ AudioEvent Cin_BridgeDemoChargeBeep Control = LOOP Priority = HIGH Delay = 500 500 - ; MinRange = 100 - ; MaxRange = 500 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -6392,8 +6392,8 @@ AudioEvent Cin_ScudStormLaunchAlertLoop Control = LOOP Priority = HIGH Delay = 400 400 - ; MinRange = 100 - ; MaxRange = 500 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -6401,8 +6401,8 @@ End AudioEvent Cin_BaseAlarm Sounds = cbaseala Priority = HIGH - ; MinRange = 200 - ; MaxRange = 1200 + ; MinRange = 200.0 + ; MaxRange = 1200.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -6418,7 +6418,7 @@ End AudioEvent ParachuteOpen Sounds = gparacha gparachb gparachc Priority = LOW - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -15% Volume = 90% Type = WORLD SHROUDED EVERYONE @@ -6435,8 +6435,8 @@ End AudioEvent CIAIntelligenceActivate Sounds = sciainte Priority = HIGH - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Volume = 100% Type = WORLD PLAYER End @@ -6446,7 +6446,7 @@ AudioEvent RemoteDemoChargeExplosion Sounds = icolexpa Control = INTERRUPT RANDOM VolumeShift = -15% - PitchShift = -15 15 + PitchShift = -15.0 15.0 Volume = 90% Limit = 3 Priority = HIGH @@ -6457,8 +6457,8 @@ End AudioEvent RadarVanScan Sounds = vradscan Priority = HIGH - MinRange = 200 - MaxRange = 800 + MinRange = 200.0 + MaxRange = 800.0 Volume = 90% Type = WORLD PLAYER End @@ -6472,7 +6472,7 @@ AudioEvent CINE_DaisyCutterWeapon LoopCount = 6 Limit = 2 Priority = HIGH - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -15% Volume = 60% ; do not modify -mp Type = WORLD SHROUDED EVERYONE @@ -6482,7 +6482,7 @@ End AudioEvent Cin_NukeTruckMoveStart Sounds = ctrustaa Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 85% @@ -6526,7 +6526,7 @@ AudioEvent Cin_BattleSweetener Priority = HIGH Volume = 100% VolumeShift = -2% - PitchShift = -10 10 + PitchShift = -10.0 10.0 LowPassCutoff = 50% Type = WORLD EVERYONE End @@ -6569,7 +6569,7 @@ AudioEvent Cin_BaikonurRocketPadHissLoop Control = LOOP ALL RANDOM Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a - PitchShift = -2 2 + PitchShift = -2.0 2.0 Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -6625,7 +6625,7 @@ AudioEvent Cin_BaikonurGLACheerSquad Decay = ianglo3a Priority = NORMAL Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6637,7 +6637,7 @@ AudioEvent Cin_AngryMobAmbientLoop Decay = ianglo3a Priority = NORMAL Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6670,9 +6670,9 @@ AudioEvent Cin_TankAmbientLoop Decay = ctanlo3a Priority = LOWEST Limit = 2 - MinRange = 200 - MaxRange = 3000 - PitchShift = -15 15 + MinRange = 200.0 + MaxRange = 3000.0 + PitchShift = -15.0 15.0 VolumeShift = -10% Volume = 80% Type = WORLD EVERYONE @@ -6692,7 +6692,7 @@ AudioEvent JetSkid Priority = LOW Volume = 45% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6708,7 +6708,7 @@ End AudioEvent Cin_BaseAlarmChina06 Sounds = cbaseala Priority = HIGH - ; MaxRange = 1200 + ; MaxRange = 1200.0 Volume = 125% Type = WORLD SHROUDED EVERYONE End @@ -6737,8 +6737,8 @@ AudioEvent Cin_NukeWhoosh Priority = HIGH Limit = 1 Volume = 90% - MinRange = 500 - MaxRange = 5000 + MinRange = 500.0 + MaxRange = 5000.0 Type = WORLD SHROUDED EVERYONE End @@ -6752,9 +6752,9 @@ AudioEvent Cin_DirtRollingLoop Decay = cdirlo3a Priority = LOWEST Limit = 2 - MinRange = 200 - MaxRange = 3000 - PitchShift = -15 15 + MinRange = 200.0 + MaxRange = 3000.0 + PitchShift = -15.0 15.0 VolumeShift = -10% Volume = 60% Type = WORLD EVERYONE @@ -6765,8 +6765,8 @@ AudioEvent EmergencyRepairActivate Sounds = srepaira Priority = HIGH Volume = 100% - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE End @@ -6785,8 +6785,8 @@ AudioEvent UnderConstructionLoop Decay = gconlo3a Priority = LOWEST Limit = 2 - MinRange = 100 - MaxRange = 1000 + MinRange = 100.0 + MaxRange = 1000.0 VolumeShift = -10% Volume = 80% Type = WORLD SHROUDED EVERYONE @@ -6797,8 +6797,8 @@ AudioEvent CashHackActivate Sounds = scashhac Priority = HIGH Volume = 100% - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE End @@ -6807,8 +6807,8 @@ AudioEvent Cin_TrainRunningLoop Sounds = gtralo2a gtralo2b gtralo2c Attack = gtralo1a Decay = gtralo3a - MinRange = 500 - MaxRange = 4000 + MinRange = 500.0 + MaxRange = 4000.0 Volume = 175% Limit = 1 Priority = NORMAL diff --git a/Generals/Data/INI/SpecialPower.ini b/Generals/Data/INI/SpecialPower.ini index 38ca097..06080e6 100644 --- a/Generals/Data/INI/SpecialPower.ini +++ b/Generals/Data/INI/SpecialPower.ini @@ -14,8 +14,8 @@ SpecialPower SuperweaponDaisyCutter PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player - ViewObjectRange = 250 ; And how far it can see - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 ; And how far it can see + RadiusCursorRadius = 100.0 End @@ -25,7 +25,7 @@ SpecialPower SuperweaponParadropAmerica RequiredScience = SCIENCE_Paradrop1 PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 50 + RadiusCursorRadius = 50.0 End @@ -36,8 +36,8 @@ SpecialPower SuperweaponCarpetBomb PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 End @@ -48,8 +48,8 @@ SpecialPower SuperweaponClusterMines PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 End @@ -60,8 +60,8 @@ SpecialPower SuperweaponEMPPulse PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 End @@ -71,8 +71,8 @@ SpecialPower SuperweaponCrateDrop RequiredScience = SCIENCE_CrateDrop PublicTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 End @@ -83,8 +83,8 @@ SpecialPower SuperweaponA10ThunderboltMissileStrike PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 50 + ViewObjectRange = 250.0 + RadiusCursorRadius = 50.0 End @@ -95,8 +95,8 @@ SpecialPower SuperweaponNapalmStrike PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 End @@ -107,8 +107,8 @@ SpecialPower SuperweaponNeutronMissile InitiateAtLocationSound = NukeAirRaidSiren ; plays at target PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 210 + ViewObjectRange = 250.0 + RadiusCursorRadius = 210.0 End @@ -118,8 +118,8 @@ SpecialPower SuperweaponDetonateDirtyNuke PublicTimer = NO InitiateSound = MisGLA07Convoy16 ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 End @@ -129,8 +129,8 @@ SpecialPower SuperweaponScudStorm InitiateSound = ScudStormInitiated PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 ; align with ObjectCreationList.ini's DeliveryDecalRadius + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 ; align with ObjectCreationList.ini's DeliveryDecalRadius End @@ -142,8 +142,8 @@ SpecialPower SuperweaponArtilleryBarrage PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 125 + ViewObjectRange = 250.0 + RadiusCursorRadius = 125.0 End @@ -161,7 +161,7 @@ SpecialPower SpecialPowerSpySatellite Enum = SPECIAL_SPY_SATELLITE ReloadTime = 60000 ; in milliseconds PublicTimer = NO - RadiusCursorRadius = 300 ; align with System.ini's SpySatellitePing's ShroudClearingRange + RadiusCursorRadius = 300.0 ; align with System.ini's SpySatellitePing's ShroudClearingRange InitiateAtLocationSound = SpySatellite End @@ -172,7 +172,7 @@ SpecialPower SpecialPowerSpyDrone PublicTimer = NO RequiredScience = SCIENCE_SpyDrone InitiateAtLocationSound = SpyDroneCreate - RadiusCursorRadius = 250 ; align with FactionUnit.ini's SpyDrone's FinalVision + RadiusCursorRadius = 250.0 ; align with FactionUnit.ini's SpyDrone's FinalVision End @@ -181,7 +181,7 @@ SpecialPower SpecialPowerRadarVanScan ReloadTime = 30000 ; in milliseconds PublicTimer = NO InitiateAtLocationSound = RadarVanScan - RadiusCursorRadius = 150 ; align with System.ini's RadarVanPing's ShroudClearingRange + RadiusCursorRadius = 150.0 ; align with System.ini's RadarVanPing's ShroudClearingRange End @@ -209,7 +209,7 @@ SpecialPower SuperweaponRebelAmbush PublicTimer = NO InitiateAtLocationSound = RebelAmbushActivated SharedSyncedTimer = YES - RadiusCursorRadius = 50 + RadiusCursorRadius = 50.0 End @@ -220,8 +220,8 @@ SpecialPower SuperweaponBlackMarketNuke PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 End @@ -232,8 +232,8 @@ SpecialPower SuperweaponAnthraxBomb PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 End @@ -272,7 +272,7 @@ SpecialPower SpecialAbilityColonelBurtonTimedCharges Enum = SPECIAL_TIMED_CHARGES ReloadTime = 0 ; in milliseconds PublicTimer = NO - ViewObjectRange = 100 + ViewObjectRange = 100.0 End @@ -360,7 +360,7 @@ SpecialPower SuperweaponEmergencyRepair RequiredScience = SCIENCE_EmergencyRepair1 PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 100 + RadiusCursorRadius = 100.0 InitiateAtLocationSound = EmergencyRepairActivate End @@ -384,7 +384,7 @@ SpecialPower SuperweaponParticleUplinkCannon ReloadTime = 240000 ; in milliseconds PublicTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 + ViewObjectRange = 250.0 End @@ -424,7 +424,7 @@ End SpecialPower SpecialAbilityAmbulanceCleanupArea Enum = SPECIAL_CLEANUP_AREA ReloadTime = 0 ; in milliseconds - RadiusCursorRadius = 110 ; Weapon range is 100 -- but add 10 to compensate for vehicle size. + RadiusCursorRadius = 110.0 ; Weapon range is 100 -- but add 10 to compensate for vehicle size. End diff --git a/Generals/Data/INI/Speech.ini b/Generals/Data/INI/Speech.ini index ea3c266..ec1702c 100644 --- a/Generals/Data/INI/Speech.ini +++ b/Generals/Data/INI/Speech.ini @@ -6119,16 +6119,16 @@ End DialogEvent CameraSwitch Filename = ccamswit.wav - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Volume = 75% Type = UI End DialogEvent CameraFXRotate Filename = ccamfxro.wav - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Volume = 100% Type = UI End diff --git a/Generals/Data/INI/Voice.ini b/Generals/Data/INI/Voice.ini index f6feeb5..902eb9e 100644 --- a/Generals/Data/INI/Voice.ini +++ b/Generals/Data/INI/Voice.ini @@ -115,7 +115,7 @@ AudioEvent RangerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 100% Type = WORLD VOICE EVERYONE @@ -230,7 +230,7 @@ AudioEvent MissileDefenderVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -902,7 +902,7 @@ AudioEvent ColonelBurtonVoiceDie Limit = 3 Volume = 100% MinVolume = 80% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1135,7 +1135,7 @@ AudioEvent PathfinderVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD SHROUDED EVERYONE @@ -1273,7 +1273,7 @@ AudioEvent PilotVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1479,7 +1479,7 @@ AudioEvent RedGuardVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1554,7 +1554,7 @@ AudioEvent TankHunterVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1892,7 +1892,7 @@ AudioEvent HackerVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -2231,7 +2231,7 @@ AudioEvent BlackLotusVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -2606,7 +2606,7 @@ AudioEvent RebelVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD SHROUDED EVERYONE @@ -2671,7 +2671,7 @@ AudioEvent TerroristVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -2997,7 +2997,7 @@ AudioEvent TechnicalVoiceDie Priority = HIGH Limit = 2 VolumeShift = -15% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -3241,7 +3241,7 @@ AudioEvent WorkerVoiceFear Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% MinVolume = 80% Type = WORLD SHROUDED PLAYER @@ -3252,7 +3252,7 @@ AudioEvent WorkerVoiceSurrender Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% MinVolume = 80% Type = WORLD VOICE SHROUDED EVERYONE @@ -3263,7 +3263,7 @@ AudioEvent WorkerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -3338,7 +3338,7 @@ AudioEvent HijackerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -3350,8 +3350,8 @@ AudioEvent HijackDriver Attack = ihijweaa Control = RANDOM Volume = 110% - MinRange = 200 - MaxRange = 800 + MinRange = 200.0 + MaxRange = 800.0 MinVolume = 80% Type = WORLD SHROUDED EVERYONE End @@ -3433,7 +3433,7 @@ AudioEvent JarmenKellVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -3658,7 +3658,7 @@ AudioEvent RPGTrooperVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -3682,7 +3682,7 @@ AudioEvent AngryMobVoiceSelect Sounds = iangsela iangselb iangselc iangseld Control = RANDOM Volume = 80% - MinRange = 150 + MinRange = 150.0 MinVolume = 70% Type = WORLD GLOBAL PLAYER End @@ -3690,8 +3690,8 @@ End AudioEvent AngryMobVoiceCreate Sounds = iangsela iangselb iangselc iangseld Control = RANDOM - MinRange = 300 - MaxRange = 2000 + MinRange = 300.0 + MaxRange = 2000.0 Volume = 90% MinVolume = 80% Type = WORLD GLOBAL PLAYER @@ -3700,7 +3700,7 @@ End AudioEvent AngryMobVoiceMove Sounds = iangmova iangmovb iangmovc iangmovd iangmove Control = RANDOM - MinRange = 100 + MinRange = 100.0 Volume = 80% MinVolume = 70% Type = WORLD GLOBAL PLAYER @@ -3709,7 +3709,7 @@ End AudioEvent AngryMobVoiceAttack Sounds = iangatta iangattb iangattc iangattd iangmovf Control = RANDOM - MinRange = 100 + MinRange = 100.0 Volume = 80% MinVolume = 70% Type = WORLD GLOBAL PLAYER @@ -3743,7 +3743,7 @@ AudioEvent StingerSoldierVoiceDie Priority = LOW Limit = 3 Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -3771,8 +3771,8 @@ AudioEvent StrategyCenter_HoldTheLineAnnouncement Priority = CRITICAL Volume = 100% MinVolume = 90% - MinRange = 1000 - MaxRange = 100000 + MinRange = 1000.0 + MaxRange = 100000.0 Type = WORLD EVERYONE End @@ -3781,8 +3781,8 @@ AudioEvent StrategyCenter_BombardmentPlanAnnouncement Priority = CRITICAL Volume = 100% MinVolume = 90% - MinRange = 1000 - MaxRange = 100000 + MinRange = 1000.0 + MaxRange = 100000.0 Type = WORLD EVERYONE End @@ -3791,8 +3791,8 @@ AudioEvent StrategyCenter_SearchAndDestroyAnnouncement Priority = CRITICAL Volume = 100% MinVolume = 90% - MinRange = 1000 - MaxRange = 100000 + MinRange = 1000.0 + MaxRange = 100000.0 Type = WORLD EVERYONE End diff --git a/Generals/Data/INI/Weapon.ini b/Generals/Data/INI/Weapon.ini index 14163d6..86ace4c 100644 --- a/Generals/Data/INI/Weapon.ini +++ b/Generals/Data/INI/Weapon.ini @@ -19,12 +19,12 @@ Weapon MarauderTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 10 + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 10.0 ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -48,12 +48,12 @@ Weapon MarauderTankGunUpgradeOne PrimaryDamageRadius = 5.0 AttackRange = 150.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 10 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 10.0 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -76,12 +76,12 @@ Weapon MarauderTankGunUpgradeTwo PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 500 ; dist/sec - WeaponRecoil = 10 ; angle to deflect the model when firing + WeaponSpeed = 500.0 ; dist/sec + WeaponRecoil = 10.0 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -104,12 +104,12 @@ Weapon ScorpionTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall @@ -139,18 +139,18 @@ End Weapon OverlordTankGun - PrimaryDamage = 80 ; 100.0 + PrimaryDamage = 80.0 ; 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -177,12 +177,12 @@ Weapon StrategyCenterGun ScatterRadiusVsInfantry = 15.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 MinimumAttackRange = 100.0 - MinTargetPitch = 45 ; we may not target anything outside of this pitch range - MaxTargetPitch = 80 ; ditto + MinTargetPitch = 45.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 80.0 ; ditto DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 150 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 150.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_ArtilleryBarrage @@ -205,12 +205,12 @@ Weapon BattleMasterTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall @@ -234,12 +234,12 @@ Weapon CrusaderTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -258,12 +258,12 @@ Weapon PaladinTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -291,7 +291,7 @@ Weapon PaladinPointDefenseLaser DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. AntiSmallMissile = YES AntiProjectile = NO LaserName = PointDefenseLaserBeam @@ -304,12 +304,12 @@ Weapon TechnicalCannonWeapon PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = COMANCHE_VULCAN DeathType = EXPLODED - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation @@ -335,7 +335,7 @@ Weapon CrusaderMachineGun AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_GenericTankGun FireSound = GenericMachineGunFire @@ -352,7 +352,7 @@ Weapon TunnelNetworkGun AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = HumveeWeapon @@ -370,7 +370,7 @@ Weapon HumveeGun AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers @@ -389,7 +389,7 @@ Weapon HumveeMissileWeapon AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = HumveeMissile ProjectileExhaust = TowMissileExhaust @@ -418,7 +418,7 @@ Weapon HumveeMissileWeaponAir AttackRange = 320.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust @@ -488,14 +488,14 @@ Weapon MissileDefenderMissileWeapon AttackRange = 175.0 DamageType = INFANTRY_MISSILE DeathType = NORMAL - WeaponSpeed = 600 + WeaponSpeed = 600.0 ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -515,11 +515,11 @@ Weapon MissileDefenderLaserGuidedMissileWeapon AttackRange = 300.0 ; Extending this range allows the special ability to work better. DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 600 + WeaponSpeed = 600.0 ProjectileObject = MissileDefenderMissile ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -949,7 +949,7 @@ End Weapon ComancheAntiTankMissileWeapon - PrimaryDamage = 50 + PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 25.0 @@ -958,7 +958,7 @@ Weapon ComancheAntiTankMissileWeapon MinimumAttackRange = 0.0 ; 100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = JET_MISSILES ; not so good against base defenses and some other units. DeathType = EXPLODED - WeaponSpeed = 99999 + WeaponSpeed = 99999.0 ProjectileObject = ComancheAntiTankMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust @@ -983,7 +983,7 @@ Weapon ComancheRocketPodWeapon PrimaryDamageRadius = 5.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 40.0 - ScatterRadius = 0 ; changed to zero, unless you want to soften the results of the table below + ScatterRadius = 0.0 ; changed to zero, unless you want to soften the results of the table below ; @todo srj -- need better targets; these are copied from Scud Storm ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots @@ -991,7 +991,7 @@ Weapon ComancheRocketPodWeapon ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used, and then you'd get a different nine next clip. - ScatterTargetScalar = 50 ; replaces the ScatterRadius, above, for scaling this table, below + ScatterTargetScalar = 50.0 ; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X:0.000 Y:0.133 ScatterTarget = X:0.133 Y:-0.200 ScatterTarget = X:-0.067 Y:0.667 @@ -1018,7 +1018,7 @@ Weapon ComancheRocketPodWeapon MinimumAttackRange = 0.0 ; 100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 99999 + WeaponSpeed = 99999.0 ProjectileObject = ComancheRocketPodRocket ProjectileExhaust = MissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS @@ -1084,7 +1084,7 @@ Weapon BarrelWeapon AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec @@ -1102,7 +1102,7 @@ Weapon TankerTruckWeapon AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec @@ -1145,12 +1145,12 @@ End Weapon NeutronMissileWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 99999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 99999.0 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile @@ -1164,12 +1164,12 @@ End Weapon ScudStormWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 999999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 999999.0 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile @@ -1180,14 +1180,14 @@ Weapon ScudStormWeapon ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = YES - ScatterRadius = 0 ; changed to zero, unless you want to soften the results of the table below + ScatterRadius = 0.0 ; changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used, and then you'd get a different nine next clip. - ScatterTargetScalar = 120 ; replaces the ScatterRadius, above, for scaling this table, below + ScatterTargetScalar = 120.0 ; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X:0.000 Y:0.133 ScatterTarget = X:0.133 Y:-0.200 ScatterTarget = X:-0.067 Y:0.667 @@ -1200,7 +1200,7 @@ Weapon ScudStormWeapon PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay for the first shot of each clip - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -1217,7 +1217,7 @@ Weapon ScudStormDamageWeapon AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS @@ -1235,7 +1235,7 @@ Weapon ScudStormDamageWeaponUpgraded AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldUpgradedLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS @@ -1249,10 +1249,10 @@ Weapon AuroraBombWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 20.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast - AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. + AcceptableAimDelta = 45.0 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED - WeaponSpeed = 99999 + WeaponSpeed = 99999.0 ProjectileObject = AuroraBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate @@ -1273,12 +1273,12 @@ Weapon RaptorJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 320 ; 400.0 + AttackRange = 320.0 ; 400.0 MinimumAttackRange = 100.0 - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DamageType = JET_MISSILES DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1303,10 +1303,10 @@ Weapon RaptorJetLaserGuidedMissileWeapon ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 MinimumAttackRange = 100.0 - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DamageType = JET_MISSILES DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1329,11 +1329,11 @@ Weapon StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 220 ; 320.0 + AttackRange = 220.0 ; 320.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for Stealth Fighter/missile speed DamageType = STEALTHJET_MISSILES ; good against buildings, ok against everything else DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1356,11 +1356,11 @@ Weapon CINE_StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 400 + AttackRange = 400.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for Stealth Fighter/missile speed DamageType = STEALTHJET_MISSILES ; good against buildings, ok against everything else DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1383,11 +1383,11 @@ Weapon StealthJetLaserGuidedMissileWeapon PrimaryDamage = 125.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 220 ; 320.0 + AttackRange = 220.0 ; 320.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for Stealth Fighter/missile speed DamageType = STEALTHJET_MISSILES ; good against buildings, ok against everything else DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1493,7 +1493,7 @@ Weapon PatriotMissileWeapon AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 1 ; locomotor specifies speed. + WeaponSpeed = 1.0 ; locomotor specifies speed. ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon @@ -1508,7 +1508,7 @@ Weapon PatriotMissileWeapon AntiGround = YES AntiBallisticMissile = NO ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation - RequestAssistRange = 200 ; when I fire, my object will look around for things of + RequestAssistRange = 200.0 ; when I fire, my object will look around for things of ; its type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End @@ -1521,7 +1521,7 @@ Weapon PatriotMissileWeaponAir AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 + WeaponSpeed = 600.0 ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition @@ -1536,7 +1536,7 @@ Weapon PatriotMissileWeaponAir AntiGround = NO AntiBallisticMissile = YES ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation - RequestAssistRange = 200 ; when I fire, my object will look around for things of + RequestAssistRange = 200.0 ; when I fire, my object will look around for things of ; its type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End @@ -1550,7 +1550,7 @@ Weapon PatriotMissileAssistWeapon AttackRange = 450.0 ; at least Regular's range + Regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition @@ -1576,12 +1576,12 @@ Weapon TunnelDefenderRocketWeapon MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -1608,13 +1608,13 @@ Weapon BuggyRocketWeapon MinimumAttackRange = 50.0 ; 150.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec @@ -1637,13 +1637,13 @@ Weapon CINE_BuggyRocketWeapon MinimumAttackRange = 50.0 ; 150.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec @@ -1665,13 +1665,13 @@ Weapon BuggyRocketWeaponUpgraded MinimumAttackRange = 50.0 ; 150.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 12 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec @@ -1692,7 +1692,7 @@ Weapon StingerMissileWeapon AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 750 ; ignored for projectile weapons + WeaponSpeed = 750.0 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1724,7 +1724,7 @@ Weapon CINE_StingerMissileWeapon AttackRange = 2250.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 750 ; ignored for projectile weapons + WeaponSpeed = 750.0 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1756,7 +1756,7 @@ Weapon StingerMissileWeaponAir AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1790,7 +1790,7 @@ Weapon ScorpionMissileWeapon MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1798,7 +1798,7 @@ Weapon ScorpionMissileWeapon FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; Removed - 9/28 - DB - ; ScatterRadius = 10 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ; ScatterRadius = 10.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec @@ -1896,11 +1896,11 @@ Weapon BlackLotusBuildingCaptureHack LeechRangeWeapon = YES PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 - AttackRange = 325 + AttackRange = 325.0 DamageType = HACK DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -1921,8 +1921,8 @@ Weapon BlackLotusVehicleDisableHack AttackRange = 150.0 DamageType = HACK DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -1942,8 +1942,8 @@ Weapon BlackLotusStealCashHack AttackRange = 75.0 DamageType = HACK DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -1963,8 +1963,8 @@ Weapon HackerDisableBuildingHack AttackRange = 75.0 DamageType = HACK DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -1987,12 +1987,12 @@ Weapon ChinaInfantryTankHunterMissileLauncher MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TankHunterMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -2058,11 +2058,11 @@ Weapon RangerFlashBangGrenadeWeapon MinimumAttackRange = 20.0 DamageType = SURRENDER DeathType = NORMAL - WeaponSpeed = 120 + WeaponSpeed = 120.0 ProjectileObject = RangerFlashBangGrenade RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = RangerFlashBangWeapon - ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 4.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec @@ -2121,7 +2121,7 @@ Weapon TechnicalRPGWeapon ProjectileExhaust = InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -2370,8 +2370,8 @@ Weapon AmbulanceCleanHazardWeapon DamageType = HAZARD_CLEANUP DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = CleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation @@ -2397,8 +2397,8 @@ Weapon BioHazardTechCleanHazardWeapon MinimumAttackRange = 10.0 DamageType = HAZARD_CLEANUP DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = BioHazardCleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation @@ -2424,11 +2424,11 @@ Weapon DragonTankFlameWeapon SecondaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 75.0 - MinimumAttackRange = 0 ; 10.0 + MinimumAttackRange = 0.0 ; 10.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -2452,8 +2452,8 @@ Weapon DragonTankFireWallWeapon AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -2483,8 +2483,8 @@ Weapon DragonTankFlameWeaponUpgraded MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded @@ -2508,8 +2508,8 @@ Weapon DragonTankFireWallWeaponUpgraded AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded @@ -2534,11 +2534,11 @@ Weapon ToxinTruckGun PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 - MinimumAttackRange = 0 ; 20.0 + MinimumAttackRange = 0.0 ; 20.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation @@ -2562,8 +2562,8 @@ Weapon ToxinTruckGunUpgraded MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded @@ -2580,15 +2580,15 @@ End Weapon ToxinTruckSprayer - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround @@ -2600,20 +2600,20 @@ Weapon ToxinTruckSprayer ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End Weapon ToxinTruckSprayerUpgraded - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded @@ -2625,7 +2625,7 @@ Weapon ToxinTruckSprayerUpgraded ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -2635,7 +2635,7 @@ Weapon FireWallSegmentWeapon AttackRange = 15.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ; FireFX left commented out to illustrate particle presence is on object ; FireFX = WeaponFX_SmallFireFieldWeapon @@ -2651,7 +2651,7 @@ Weapon FireWallSegmentUpgradedWeapon AttackRange = 15.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ; FireFX left commented out to illustrate particle presence is on object ; FireFX = WeaponFX_SmallFireFieldWeapon @@ -2666,7 +2666,7 @@ Weapon ParticleUplinkCannonBeamTrailRemnantWeapon PrimaryDamageRadius = 10.0 DamageType = PARTICLE_BEAM DeathType = BURNED - WeaponSpeed = 250 ; dist/sec + WeaponSpeed = 250.0 ; dist/sec ; FireFX left commented out to illustrate particle presence is on object ; FireFX = WeaponFX_SmallFireFieldWeapon @@ -2688,7 +2688,7 @@ Weapon SmallFireFieldWeapon MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ; Commented out to show effect was moved to the object itself. Note that if the damage radius ; changed then the art must be changed now too because of this. @@ -2707,7 +2707,7 @@ Weapon SmallFireFieldWeaponUpgraded MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ; Commented out to show effect was moved to the object itself. Note that if the damage radius ; changed then the art must be changed now too because of this. @@ -2742,7 +2742,7 @@ Weapon LargePoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2759,7 +2759,7 @@ Weapon MediumPoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2776,7 +2776,7 @@ Weapon SmallPoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2793,7 +2793,7 @@ Weapon AnthraxBombPoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2810,7 +2810,7 @@ Weapon LargePoisonFieldWeaponUpgraded MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2827,7 +2827,7 @@ Weapon MediumPoisonFieldWeaponUpgraded MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2844,7 +2844,7 @@ Weapon SmallPoisonFieldWeaponUpgraded MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2861,7 +2861,7 @@ Weapon LargeRadiationFieldWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2878,7 +2878,7 @@ Weapon MediumRadiationFieldWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2895,7 +2895,7 @@ Weapon SmallRadiationFieldWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2912,7 +2912,7 @@ Weapon NukeRadiationFieldWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -2978,14 +2978,14 @@ Weapon TroopCrawlerAssault AttackRange = 175.0 ; Needs to see farther and match its unit's sight range -- else Troop Crawlers will get slaughtered against tanks! DamageType = DEPLOY DeathType = NORMAL - WeaponSpeed = 0 ; dist/sec + WeaponSpeed = 0.0 ; dist/sec ProjectileObject = NONE FireFX = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -2993,14 +2993,14 @@ Weapon InfernoCannonGun PrimaryDamage = 30.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 30.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 300 + AttackRange = 300.0 MinimumAttackRange = 50.0 - MinTargetPitch = -90 - MaxTargetPitch = 79 + MinTargetPitch = -90.0 + MaxTargetPitch = 79.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 250 ; dist/sec - MinWeaponSpeed = 75 + WeaponSpeed = 250.0 ; dist/sec + MinWeaponSpeed = 75.0 ScaleWeaponSpeed = YES ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShell FireFX = WeaponFX_GenericTankGunNoTracer @@ -3014,7 +3014,7 @@ Weapon InfernoCannonGun HistoricBonusTime = 3000 HistoricBonusCount = 6 - HistoricBonusRadius = 20 + HistoricBonusRadius = 20.0 HistoricBonusWeapon = FirestormSmallCreationWeapon End @@ -3023,14 +3023,14 @@ Weapon InfernoCannonGunUpgraded PrimaryDamage = 30.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 30.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 300 + AttackRange = 300.0 MinimumAttackRange = 50.0 - MinTargetPitch = -90 - MaxTargetPitch = 79 + MinTargetPitch = -90.0 + MaxTargetPitch = 79.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 250 ; dist/sec - MinWeaponSpeed = 75 + WeaponSpeed = 250.0 ; dist/sec + MinWeaponSpeed = 75.0 ScaleWeaponSpeed = YES ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShellUpgraded FireFX = WeaponFX_GenericTankGunNoTracer @@ -3044,7 +3044,7 @@ Weapon InfernoCannonGunUpgraded HistoricBonusTime = 3000 HistoricBonusCount = 6 - HistoricBonusRadius = 20 + HistoricBonusRadius = 20.0 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon End @@ -3073,7 +3073,7 @@ Weapon NukeCannonGun MinimumAttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 200 ; dist/sec + WeaponSpeed = 200.0 ; dist/sec ProjectileObject = NukeCannonShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon @@ -3089,16 +3089,16 @@ End ; Cinematic-only Weapon CINE_NukeCannonGun - PrimaryDamage = 1 - PrimaryDamageRadius = 1 - SecondaryDamage = 1 - SecondaryDamageRadius = 1 + PrimaryDamage = 1.0 + PrimaryDamageRadius = 1.0 + SecondaryDamage = 1.0 + SecondaryDamageRadius = 1.0 ScatterRadiusVsInfantry = 30.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2000.0 MinimumAttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 2000 ; dist/sec + WeaponSpeed = 2000.0 ; dist/sec FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash @@ -3308,7 +3308,7 @@ Weapon NapalmMissileWeapon FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec @@ -3319,7 +3319,7 @@ Weapon NapalmMissileWeapon DamageDealtAtSelfPosition = YES HistoricBonusTime = 3000 HistoricBonusCount = 8 - HistoricBonusRadius = 100 + HistoricBonusRadius = 100.0 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = YES @@ -3343,7 +3343,7 @@ Weapon BlackNapalmMissileWeapon FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec @@ -3354,7 +3354,7 @@ Weapon BlackNapalmMissileWeapon DamageDealtAtSelfPosition = YES HistoricBonusTime = 3000 HistoricBonusCount = 8 - HistoricBonusRadius = 100 + HistoricBonusRadius = 100.0 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = YES @@ -3392,7 +3392,7 @@ Weapon BattleshipTargetDamagedWeapon AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 999999 + WeaponSpeed = 999999.0 ProjectileObject = NONE FireFX = WeaponFX_BattleshipTargetExplode FireSound = ExplosionBattleshipTarget @@ -3442,7 +3442,7 @@ End Weapon BattleDroneMachineGun - PrimaryDamage = 1 + PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 110.0 DamageType = SMALL_ARMS @@ -3490,7 +3490,7 @@ Weapon GLAAngryMobRockProjectileWeapon AttackRange = 100.0 DamageType = MOLOTOV_COCKTAIL ; SMALL_ARMS DeathType = NORMAL - WeaponSpeed = 130 ; dist/sec (huge value == effectively instant) + WeaponSpeed = 130.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GLAAngryMobRockProjectileObject FireFX = NONE FireSound = AngryMobWeaponMolotov @@ -3508,10 +3508,10 @@ Weapon GLAAngryMobMolotovCocktailProjectileWeapon PrimaryDamage = 40.0 ; 40.0 PrimaryDamageRadius = 11.0 AttackRange = 100.0 - MinimumAttackRange = 12 ; 40.0 + MinimumAttackRange = 12.0 ; 40.0 DamageType = MOLOTOV_COCKTAIL ; used only by this weapon. Splits off so Dragon Tanks and Toxin Tractors are resistant. DeathType = NORMAL - WeaponSpeed = 60 + WeaponSpeed = 60.0 ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject FireFX = NONE RadiusDamageAffects = ENEMIES NEUTRALS ALLIES @@ -3521,7 +3521,7 @@ Weapon GLAAngryMobMolotovCocktailProjectileWeapon PreAttackDelay = 500 ; 2000 ; linked to the length of the throw animation PreAttackType = PER_SHOT ; Do the delay for every single shot ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation - MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mob-mates + MaxTargetPitch = 57.0 ; this is important so that they do not lob the bottles on their mob-mates ProjectileCollidesWith = STRUCTURES WALLS End @@ -3601,7 +3601,7 @@ Weapon WorkerMineDisarmingWeapon AntiMine = YES PreAttackDelay = 1000 ; we have to wave our magic wand over it a bit PreAttackType = PER_SHOT ; Do the delay for every single shot - ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm + ContinueAttackRange = 100.0 ; after disarming a mine, look for additional mines within this dist to disarm End @@ -3621,7 +3621,7 @@ Weapon DozerMineDisarmingWeapon AntiMine = YES PreAttackDelay = 1200 ; this is the natural duration of the pre-scooping animation PreAttackType = PER_ATTACK ; Do the delay before every attack - ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm + ContinueAttackRange = 100.0 ; after disarming a mine, look for additional mines within this dist to disarm End @@ -3811,7 +3811,7 @@ Weapon EruptionOfToxicGooWeaponLarge AttackRange = 0.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 999999 + WeaponSpeed = 999999.0 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooLarge FireSound = ExplosionBattleshipTarget @@ -3830,7 +3830,7 @@ Weapon EruptionOfToxicGooWeaponSmall AttackRange = 0.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 999999 + WeaponSpeed = 999999.0 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooSmall FireSound = ExplosionBattleshipTarget @@ -3847,12 +3847,12 @@ Weapon MilitiaTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 120.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation @@ -3888,7 +3888,7 @@ End Weapon VehicleCrashesIntoBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 - AttackRange = 0 + AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE @@ -3901,7 +3901,7 @@ End Weapon VehicleCrashesIntoNonBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 - AttackRange = 0 + AttackRange = 0.0 DamageType = CRUSH DeathType = CRUSHED ProjectileObject = NONE diff --git a/Generals/Maps/CHI01/map.ini b/Generals/Maps/CHI01/map.ini index 5fe5663..7ed88d6 100644 --- a/Generals/Maps/CHI01/map.ini +++ b/Generals/Maps/CHI01/map.ini @@ -69,13 +69,13 @@ Weapon CINE_BuggyRocketWeapon MinimumAttackRange = 300.0 ; 150.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10 ; how long to reload a Clip, msec diff --git a/Generals/Maps/CHI02/map.ini b/Generals/Maps/CHI02/map.ini index ad2d192..fc41ff7 100644 --- a/Generals/Maps/CHI02/map.ini +++ b/Generals/Maps/CHI02/map.ini @@ -181,11 +181,11 @@ End Locomotor BasicCarLocomotor - Speed = 60 ; in dist/sec + Speed = 60.0 ; in dist/sec End Locomotor PanicCarLocomotor - Speed = 70 ; in dist/sec + Speed = 70.0 ; in dist/sec End Object CarAsian1 diff --git a/Generals/Maps/CHI03/map.ini b/Generals/Maps/CHI03/map.ini index 211d5cc..d710591 100644 --- a/Generals/Maps/CHI03/map.ini +++ b/Generals/Maps/CHI03/map.ini @@ -265,7 +265,7 @@ AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Limit = 2 Volume = 120% Priority = NORMAL diff --git a/Generals/Maps/CHI05/map.ini b/Generals/Maps/CHI05/map.ini index 3ee679d..fb6f134 100644 --- a/Generals/Maps/CHI05/map.ini +++ b/Generals/Maps/CHI05/map.ini @@ -33,8 +33,8 @@ Object TrainEngine Behavior = RailroadBehavior ModuleTag_03_Override PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -43,7 +43,7 @@ Object TrainEngine WhistleSound = TrainWhistle ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -133,7 +133,7 @@ AudioEvent CINE_B52AmbientLoop Control = LOOP ALL RANDOM Volume = 50% Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE End diff --git a/Generals/Maps/CHI06/map.ini b/Generals/Maps/CHI06/map.ini index 6738c03..9cc9957 100644 --- a/Generals/Maps/CHI06/map.ini +++ b/Generals/Maps/CHI06/map.ini @@ -404,8 +404,8 @@ Object CINE_TrainEngine ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -415,7 +415,7 @@ Object CINE_TrainEngine ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 100 ; CINEMATIC: shorter wait time Braking = 0.97 diff --git a/Generals/Maps/CHI07/map.ini b/Generals/Maps/CHI07/map.ini index 2b2adf4..2fbeb19 100644 --- a/Generals/Maps/CHI07/map.ini +++ b/Generals/Maps/CHI07/map.ini @@ -170,14 +170,14 @@ End Locomotor CINE_JarmenKellLocomotor Surfaces = GROUND RUBBLE - Speed = 15 ; was 30 in dist/sec - SpeedDamaged = 10 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 15.0 ; was 30 in dist/sec + SpeedDamaged = 10.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. diff --git a/Generals/Maps/GLA02/map.ini b/Generals/Maps/GLA02/map.ini index 394891a..0321159 100644 --- a/Generals/Maps/GLA02/map.ini +++ b/Generals/Maps/GLA02/map.ini @@ -683,10 +683,10 @@ End Locomotor B52Locomotor - Speed = 65 ; 100 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 30 ; in degrees/sec - TurnRateDamaged = 25 ; in degrees/sec + Speed = 65.0 ; 100 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 30.0 ; in degrees/sec + TurnRateDamaged = 25.0 ; in degrees/sec End Object GLABarracks @@ -709,8 +709,8 @@ End Locomotor SupplyTruckLocomotor - Speed = 45 - SpeedDamaged = 45 + Speed = 45.0 + SpeedDamaged = 45.0 End @@ -720,12 +720,12 @@ ObjectCreationList SUPERWEAPON_CrateDrop StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute Payload = 200DollarCrate 10 - DeliveryDistance = 250 - DeliveryDecalRadius = 0 + DeliveryDistance = 250.0 + DeliveryDecalRadius = 0.0 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL @@ -897,5 +897,5 @@ Object CINE_GLAInfantryRebel Weapon = PRIMARY CINE_GLARebelMachineGun End - VisionRange = 350 + VisionRange = 350.0 End diff --git a/Generals/Maps/GLA04/map.ini b/Generals/Maps/GLA04/map.ini index 14b0eeb..c15be1e 100644 --- a/Generals/Maps/GLA04/map.ini +++ b/Generals/Maps/GLA04/map.ini @@ -397,20 +397,20 @@ End Locomotor LimoLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -429,20 +429,20 @@ End Locomotor BasicCarLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 20 ; in dist/(sec^2) - AccelerationDamaged = 20 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 30 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 20.0 ; in dist/(sec^2) + AccelerationDamaged = 20.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 30.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -463,7 +463,7 @@ End AIData StructureSeconds = 6.6 ; AI tries to build a new structure every N seconds. - TeamSeconds = 50 ; AI tries to build a new team every N seconds. + TeamSeconds = 50.0 ; AI tries to build a new team every N seconds. Wealthy = 14000 ; Number of resources for the AI to consider itself wealthy Poor = 2000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 2.0 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -493,10 +493,10 @@ AIData End Locomotor CINE_BasicCarLocomotor - Speed = 140 - SpeedDamaged = 140 - Acceleration = 60 - AccelerationDamaged = 60 + Speed = 140.0 + SpeedDamaged = 140.0 + Acceleration = 60.0 + AccelerationDamaged = 60.0 End ; AudioEvent CarCrush @@ -504,7 +504,7 @@ End ; Control = INTERRUPT ; Limit = 2 ; VolumeShift = -20% -; PitchShift = -10 10 +; PitchShift = -10.0 10.0 ; Volume = 120% ; Type = WORLD SHROUDED EVERYONE ; End @@ -514,7 +514,7 @@ End ; Control = RANDOM ; Priority = LOW ; VolumeShift = -10% -; PitchShift = -2 2 +; PitchShift = -2.0 2.0 ; Volume = 100% ; Type = WORLD SHROUDED EVERYONE ; End @@ -526,9 +526,9 @@ End ; Decay = ianglo3a ; Priority = HIGH ; Limit = 2 -; PitchShift = -5 5 -; MinRange = 100 -; MaxRange = 400 +; PitchShift = -5.0 5.0 +; MinRange = 100.0 +; MaxRange = 400.0 ; Volume = 70% ; Type = WORLD SHROUDED EVERYONE ; End @@ -537,7 +537,7 @@ End ; Sounds = iredchea iredcheb iredchec ; Control = RANDOM ; Limit = 2 -; PitchShift = -5 5 +; PitchShift = -5.0 5.0 ; Volume = 100% ; Type = UI ; End @@ -546,7 +546,7 @@ End ; AudioEvent AngryMobWeaponPistol ; Control = RANDOM INTERRUPT ; Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e -; PitchShift = -10 10 +; PitchShift = -10.0 10.0 ; VolumeShift = -10% ; Volume = 110% ; Limit = 3 diff --git a/Generals/Maps/GLA05/map.ini b/Generals/Maps/GLA05/map.ini index b678dfd..5ed91e2 100644 --- a/Generals/Maps/GLA05/map.ini +++ b/Generals/Maps/GLA05/map.ini @@ -22,7 +22,7 @@ End AIData StructureSeconds = 6.6 ; AI tries to build a new structure every N seconds. - TeamSeconds = 50 ; AI tries to build a new team every N seconds. + TeamSeconds = 50.0 ; AI tries to build a new team every N seconds. Wealthy = 14000 ; Number of resources for the AI to consider itself wealthy Poor = 2000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 2.0 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -89,8 +89,8 @@ SpecialPower SuperweaponDaisyCutter PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player - ViewObjectRange = 250 ; And how far it can see - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 ; And how far it can see + RadiusCursorRadius = 100.0 End SpecialPower SuperweaponCarpetBomb @@ -99,8 +99,8 @@ SpecialPower SuperweaponCarpetBomb RequiredScience = SCIENCE_CarpetBomb PublicTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 End CommandSet SCIENCE_GLA_CommandSetRank1 diff --git a/Generals/Maps/GLA06/map.ini b/Generals/Maps/GLA06/map.ini index a5121ad..b7507c9 100644 --- a/Generals/Maps/GLA06/map.ini +++ b/Generals/Maps/GLA06/map.ini @@ -57,8 +57,8 @@ End Object AmericaInfantryBiohazardTech Buildable = Only_By_AI - VisionRange = 100 - ShroudClearingRange = 100 + VisionRange = 100.0 + ShroudClearingRange = 100.0 AddModule Behavior = StealthDetectorUpdate ModuleTag_LaLaLa @@ -83,7 +83,7 @@ Weapon MediumPoisonFieldWeapon_GLA06 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -102,7 +102,7 @@ Object ChemicalBunker ContinuousWeaponDamaged = SmallPoisonFieldWeapon ContinuousWeaponReallyDamaged = MediumPoisonFieldWeapon_GLA06 DamageTypes = ALL - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End End End diff --git a/Generals/Maps/GLA07/map.ini b/Generals/Maps/GLA07/map.ini index 271bef9..fc43ce3 100644 --- a/Generals/Maps/GLA07/map.ini +++ b/Generals/Maps/GLA07/map.ini @@ -91,37 +91,37 @@ Object ChinaVehicleTroopCrawler End Locomotor BattleMasterLocomotor - Speed = 35 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec + Speed = 35.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec End Locomotor TroopCrawlerLocomotor - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec End Locomotor SupplyTruckLocomotor - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec End ; Added for Cinematic Locomotor CINE_BattleMasterLocomotor - Speed = 25 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec End ; Added for Cinematic Locomotor CINE_TroopCrawlerLocomotor - Speed = 25 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec End ; Added for Cinematic Locomotor CINE_SupplyTruckLocomotor - Speed = 25 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec End WaterTransparency diff --git a/Generals/Maps/GLA08/map.ini b/Generals/Maps/GLA08/map.ini index 1310314..2711f14 100644 --- a/Generals/Maps/GLA08/map.ini +++ b/Generals/Maps/GLA08/map.ini @@ -1,8 +1,8 @@ AIData - StructureSeconds = 10 ; AI tries to build a new structure every N seconds. - TeamSeconds = 60 ; AI tries to build a new team every N seconds. + StructureSeconds = 10.0 ; AI tries to build a new structure every N seconds. + TeamSeconds = 60.0 ; AI tries to build a new team every N seconds. Wealthy = 14000 ; Number of resources for the AI to consider itself wealthy Poor = 2000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.0 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -62,8 +62,8 @@ Object CINE_TrainEngine PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -107,12 +107,12 @@ End Locomotor CINE_SupplyTruckLocomotor - Speed = 30 ; in dist/sec - TurnRate = 90 ; in degrees/sec - Acceleration = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + Speed = 30.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + Acceleration = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -123,7 +123,7 @@ Locomotor CINE_SupplyTruckLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = 0.2 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.2 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -132,12 +132,12 @@ Object BaikonurRocketDetonation ReplaceModule ModuleTag_08 Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08_Override DestructionDelay = 3501 - ScorchMarkSize = 1 + ScorchMarkSize = 1.0 FXList = FX_BaikonurNuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -146,8 +146,8 @@ Object BaikonurRocketDetonation Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -156,8 +156,8 @@ Object BaikonurRocketDetonation Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -166,8 +166,8 @@ Object BaikonurRocketDetonation Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -176,8 +176,8 @@ Object BaikonurRocketDetonation Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -186,8 +186,8 @@ Object BaikonurRocketDetonation Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 0.0 ; damage within inner radius of the blast @@ -196,18 +196,18 @@ Object BaikonurRocketDetonation Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage OCL = MIDPOINT OCL_PoisonFieldLarge @@ -223,8 +223,8 @@ SpecialPower SuperweaponDaisyCutter PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player - ViewObjectRange = 250 ; And how far it can see - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 ; And how far it can see + RadiusCursorRadius = 100.0 End SpecialPower SuperweaponEMPPulse @@ -234,8 +234,8 @@ SpecialPower SuperweaponEMPPulse PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 End SpecialPower SuperweaponNeutronMissile @@ -245,8 +245,8 @@ SpecialPower SuperweaponNeutronMissile InitiateAtLocationSound = AirRaidSiren ; plays at target PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 210 + ViewObjectRange = 250.0 + RadiusCursorRadius = 210.0 End SpecialPower SuperweaponParticleUplinkCannon @@ -254,7 +254,7 @@ SpecialPower SuperweaponParticleUplinkCannon ReloadTime = 540000 ; in milliseconds PublicTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 + ViewObjectRange = 250.0 End diff --git a/Generals/Maps/Training01/map.ini b/Generals/Maps/Training01/map.ini index 36df9ca..54f64cb 100644 --- a/Generals/Maps/Training01/map.ini +++ b/Generals/Maps/Training01/map.ini @@ -10,7 +10,7 @@ ; AttackRange = 0.0 ; DamageType = EXPLOSION ; ignored for projectile weapons ; DeathType = EXPLODED -; WeaponSpeed = 600 ; ignored for projectile weapons +; WeaponSpeed = 600.0 ; ignored for projectile weapons ; ProjectileObject = StingerMissile ; ProjectileExhaust = MissileExhaust ; RadiusDamageAffects = ALLIES ENEMIES NEUTRALS diff --git a/Generals/Maps/USA02/map.ini b/Generals/Maps/USA02/map.ini index 6eb8040..8921330 100644 --- a/Generals/Maps/USA02/map.ini +++ b/Generals/Maps/USA02/map.ini @@ -1,6 +1,6 @@ Locomotor ParachuteLocomotor - CloseEnoughDist = 10 + CloseEnoughDist = 10.0 CloseEnoughDist3D = NO ; This allows the parachute to fly over the target and come back End diff --git a/Generals/Maps/USA03/map.ini b/Generals/Maps/USA03/map.ini index a106976..5d2b498 100644 --- a/Generals/Maps/USA03/map.ini +++ b/Generals/Maps/USA03/map.ini @@ -1,17 +1,17 @@ Locomotor CINE_ScorpionLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. diff --git a/Generals/Maps/USA04/map.ini b/Generals/Maps/USA04/map.ini index 3bdc28d..6c8d145 100644 --- a/Generals/Maps/USA04/map.ini +++ b/Generals/Maps/USA04/map.ini @@ -14,16 +14,16 @@ End Locomotor B52Locomotor - Speed = 150 ; 80 ; in dist/sec + Speed = 150.0 ; 80 ; in dist/sec End Locomotor RaptorJetLocomotor - Speed = 350 ; was 1500. Everything else was 500 ; in dist/sec - MinSpeed = 350 - Acceleration = 350 ; in dist/(sec^2) - TurnRate = 350 ; in degrees/sec - MinTurnSpeed = 350 ; in dist/sec + Speed = 350.0 ; was 1500. Everything else was 500 ; in dist/sec + MinSpeed = 350.0 + Acceleration = 350.0 ; in dist/(sec^2) + TurnRate = 350.0 ; in degrees/sec + MinTurnSpeed = 350.0 ; in dist/sec End @@ -69,8 +69,8 @@ Object AmericaVehicleTomahawk End Locomotor BasicAmphibiousLocomotor - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec End diff --git a/Generals/Maps/USA06/map.ini b/Generals/Maps/USA06/map.ini index 2c48880..8ab97a6 100644 --- a/Generals/Maps/USA06/map.ini +++ b/Generals/Maps/USA06/map.ini @@ -22,7 +22,7 @@ End Object AmericaVehicleChinook VisionRange = 300.0 - ShroudClearingRange = 350 + ShroudClearingRange = 350.0 End diff --git a/Generals/Maps/USA07/map.ini b/Generals/Maps/USA07/map.ini index 21f1499..11f2e82 100644 --- a/Generals/Maps/USA07/map.ini +++ b/Generals/Maps/USA07/map.ini @@ -27,7 +27,7 @@ Object 55GallonDrum ContinuousWeaponDamaged = SmallPoisonFieldWeapon ContinuousWeaponReallyDamaged = SmallPoisonFieldWeapon DamageTypes = ALL - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End End diff --git a/Generals/Maps/USA08/map.ini b/Generals/Maps/USA08/map.ini index 4664c0e..f87d671 100644 --- a/Generals/Maps/USA08/map.ini +++ b/Generals/Maps/USA08/map.ini @@ -2,7 +2,7 @@ AIData StructureSeconds = 10.0 - TeamSeconds = 60 ; AI tries to build a new team every N seconds. + TeamSeconds = 60.0 ; AI tries to build a new team every N seconds. Wealthy = 35000 ; Number of resources for the AI to consider itself wealthy Poor = 5000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.5 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -90,12 +90,12 @@ End Locomotor CINE_BasicJetTaxiLocomotor - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 100 ; in dist/(sec^2) + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; in dist/(sec^2) End Object GLAInfantryJarmenKell @@ -278,6 +278,6 @@ SpecialPower SuperweaponScudStorm InitiateSound = ScudStormInitiated PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 ; align with ObjectCreationList.ini's DeliveryDecalRadius + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 ; align with ObjectCreationList.ini's DeliveryDecalRadius End diff --git a/GeneralsZH/Data/INI/Default/AIData.ini b/GeneralsZH/Data/INI/Default/AIData.ini index 80d1927..2d191c0 100644 --- a/GeneralsZH/Data/INI/Default/AIData.ini +++ b/GeneralsZH/Data/INI/Default/AIData.ini @@ -5,7 +5,7 @@ AIData StructureSeconds = 0.0 ; AI tries to build a new structure every N seconds. - TeamSeconds = 10 ; AI tries to build a new team every N seconds. + TeamSeconds = 10.0 ; AI tries to build a new team every N seconds. Wealthy = 7000 ; Number of resources for the AI to consider itself wealthy Poor = 2000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 2.0 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -34,7 +34,7 @@ AIData RepulsedDistance = 150.0 ; How far beyond vision range a repulsed civilian will run before stopping. ; so if vision range is 120.0, he will move to a point at least 270.0 away from the enemy, and then stop running. - WallHeight = 43 ; Height of the "Wall", made of KIND WALK_ON_TOP pieces. + WallHeight = 43.0 ; Height of the "Wall", made of KIND WALK_ON_TOP pieces. AttackIgnoreInsignificantBuildings = YES ; If yes, units will ignore enemy-owned buildings that are not faction buildings diff --git a/GeneralsZH/Data/INI/Default/Object.ini b/GeneralsZH/Data/INI/Default/Object.ini index a284888..66305d1 100644 --- a/GeneralsZH/Data/INI/Default/Object.ini +++ b/GeneralsZH/Data/INI/Default/Object.ini @@ -12,7 +12,7 @@ Object DefaultThingTemplate ; The placement view angle is the initial view angle you see a building at when ; it's floating at the cursor for placement. Values are 0-360 with ; 0 being down the X axis (right side of screen) and counterclockwise from there - PlacementViewAngle = 0 + PlacementViewAngle = 0.0 ; *For the upgrade cameos, pass in the name of the Upgrade you want the unit to display when selected. ; UpgradeCameo1 = Upgrade_AmericaRadar ; UpgradeCameo2 = Upgrade_AmericaRadar @@ -38,7 +38,7 @@ Object DefaultThingTemplate End VisionRange = 0.0 ; How far we can see BuildCost = 0 ; Cost to build - BuildTime = 1 ; Time to build in seconds + BuildTime = 1.0 ; Time to build in seconds RefundValue = 0 ; Sell value (0 == use default) EnergyProduction = 0 ; Energy required, below 0 values produce energy IsForbidden = NO ; Forbidden on this map diff --git a/GeneralsZH/Data/INI/Default/SoundEffects.ini b/GeneralsZH/Data/INI/Default/SoundEffects.ini index 85ead34..b7eec25 100644 --- a/GeneralsZH/Data/INI/Default/SoundEffects.ini +++ b/GeneralsZH/Data/INI/Default/SoundEffects.ini @@ -10,6 +10,6 @@ AudioEvent DefaultSoundEffect Limit = 4 MinRange = 175.00 MaxRange = 800.00 - PitchShift = -0 0 + PitchShift = -0.0 0.0 Type = UI PLAYER End diff --git a/GeneralsZH/Data/INI/FXList.ini b/GeneralsZH/Data/INI/FXList.ini index 6d70bea..2b66531 100644 --- a/GeneralsZH/Data/INI/FXList.ini +++ b/GeneralsZH/Data/INI/FXList.ini @@ -304,27 +304,27 @@ End FXList FX_DamageTankStruck ParticleSystem Name = TankStruckSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End ParticleSystem Name = TankStruckDebris - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = TankStruckLenzflare - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End LightPulse Color = R:255 G:255 B:128 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -337,27 +337,27 @@ End FXList FX_HeroicDamageTankStruck ParticleSystem Name = TankStruckSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End ParticleSystem Name = TankStruckDebris - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = HeroicTankStruckLenzflare - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End LightPulse Color = R:255 G:255 B:128 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -371,15 +371,15 @@ FXList FX_DamageSmallTankStruck ParticleSystem Name = SmallTankStruckSmoke - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End ParticleSystem Name = SmallTankStruckSparks - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -392,17 +392,17 @@ End FXList FX_DamageTankStruckSmallArms ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -415,17 +415,17 @@ End FXList FX_DamageDisableVehicle ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -441,17 +441,17 @@ End FXList FX_HeroicDamageDisableVehicle ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -468,17 +468,17 @@ End FXList FX_DamageSmallTankStruckSmallArms ParticleSystem Name = SmallTankStruckSparks - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:128 G:128 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -492,17 +492,17 @@ FXList FX_HeroicDamageTankStruckSmallArms ParticleSystem Name = HeroicTankStruckSparks Offset = X:0.0 Y:0.0 Z:5.0 - ; Height = 0 0 CONSTANT + ; Height = 0.0 0.0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End LightPulse Color = R:255 G:0 B:0 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -528,11 +528,11 @@ End FXList FX_DamageInfantryStruckSmallArms ParticleSystem Name = InfantryStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = InfantryStruckSmallArmsSmoke - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT OrientToObject = YES Ricochet = YES End @@ -545,7 +545,7 @@ End FXList FX_HeroicDamageInfantryStruckSmallArms ParticleSystem Name = HeroicInfantryStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End ParticleSystem Name = InfantryStruckSmallArmsSmoke @@ -564,11 +564,11 @@ End FXList FX_DamageTankStruckFlame ParticleSystem Name = TankStruckFlame - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -615,11 +615,11 @@ FXList WeaponFX_BattleshipTargetExplode End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -708,7 +708,7 @@ FXList ScudStormMissileDetonation ParticleSystem Name = ScudMissleExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -725,7 +725,7 @@ End FXList WeaponFX_DragonTankFlameWeapon LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -735,7 +735,7 @@ End FXList WeaponFX_DragonTankFlameWeaponUpgraded LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -745,7 +745,7 @@ End FXList WeaponFX_ToxinTruckFlameWeapon LightPulse Color = R:64 G:255 B:64 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -755,7 +755,7 @@ End FXList WeaponFX_ToxinTruckFlameWeaponUpgraded LightPulse Color = R:64 G:64 B:255 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -768,7 +768,7 @@ End FXList WeaponFX_CleanupFireWeapon LightPulse Color = R:64 G:128 B:255 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -809,7 +809,7 @@ FXList WeaponFX_GenericTankGunNoTracer End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -839,7 +839,7 @@ FXList WeaponFX_HeroicGenericTankGunNoTracer End LightPulse Color = R:128 G:0 B:0 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -870,7 +870,7 @@ FXList WeaponFX_NukeCannonMuzzleFlash End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -905,7 +905,7 @@ FXList WeaponFX_HeroicNukeCannonMuzzleFlash End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -940,7 +940,7 @@ FXList WeaponFX_GenericTankGunNoTracerSmall End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -965,7 +965,7 @@ FXList WeaponFX_HeroicGenericTankGunNoTracerSmall End LightPulse Color = R:255 G:255 B:128 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -990,25 +990,25 @@ FXList WeaponFX_GenericTankGun End LightPulse Color = R:255 G:255 B:128 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End Tracer DecayAt = 0.5 - Length = 20 + Length = 20.0 Width = 0.5 Color = R:230 G:204 B:179 End ParticleSystem Name = TankMuzzleFlashSmoke OrientToObject = YES - RotateY = 90 + RotateY = 90.0 End ParticleSystem Name = TankMuzzleFlashFlame OrientToObject = YES - RotateY = 90 + RotateY = 90.0 End End @@ -1016,7 +1016,7 @@ End FXList WeaponFX_GenericMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 200 End @@ -1031,11 +1031,11 @@ FXList WeaponFX_GenericMachineGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:255 B:255 - Speed = 600 + Speed = 600.0 Probability = 0.5 End End @@ -1044,7 +1044,7 @@ End FXList WeaponFX_GenericMachineGunFireWithRedTracers LightPulse Color = R:128 G:0 B:0 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 200 End @@ -1059,11 +1059,11 @@ FXList WeaponFX_GenericMachineGunFireWithRedTracers Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -1072,7 +1072,7 @@ End FXList WeaponFX_GattlingTankMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1087,11 +1087,11 @@ FXList WeaponFX_GattlingTankMachineGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:255 B:255 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -1100,7 +1100,7 @@ End FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers LightPulse Color = R:255 G:64 B:64 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -1115,11 +1115,11 @@ FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -1129,7 +1129,7 @@ End FXList WeaponFX_GattlingCannonMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1144,11 +1144,11 @@ FXList WeaponFX_GattlingCannonMachineGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:255 B:255 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -1157,7 +1157,7 @@ End FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers LightPulse Color = R:255 G:64 B:64 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -1172,11 +1172,11 @@ FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -1186,16 +1186,16 @@ End FXList WeaponFX_RedguardMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:230 G:204 B:179 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -1204,16 +1204,16 @@ End FXList WeaponFX_HeroicRedguardMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -1222,16 +1222,16 @@ End FXList WeaponFX_RangerAdvancedCombatRifleFire LightPulse Color = R:255 G:255 B:128 - Radius = 20 + Radius = 20.0 IncreaseTime = 0 DecreaseTime = 300 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:230 G:204 B:179 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -1240,16 +1240,16 @@ End FXList WeaponFX_HeroicRangerAdvancedCombatRifleFire LightPulse Color = R:255 G:255 B:128 - Radius = 20 + Radius = 20.0 IncreaseTime = 0 DecreaseTime = 300 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 300 + Speed = 300.0 Probability = 0.9 End End @@ -1258,7 +1258,7 @@ End FXList WeaponFX_Comanche20mmCannonFire LightPulse Color = R:255 G:255 B:255 - Radius = 60 + Radius = 60.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1273,11 +1273,11 @@ FXList WeaponFX_Comanche20mmCannonFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:128 G:128 B:128 - Speed = 600 + Speed = 600.0 ; Probability = 0.9 End End @@ -1286,7 +1286,7 @@ End FXList WeaponFX_HeroicComanche20mmCannonFire LightPulse Color = R:255 G:128 B:128 - Radius = 60 + Radius = 60.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1301,11 +1301,11 @@ FXList WeaponFX_HeroicComanche20mmCannonFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:196 G:0 B:0 - Speed = 600 + Speed = 600.0 ; Probability = 0.9 End End @@ -1314,7 +1314,7 @@ End FXList WeaponFX_WatchTowerMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 21 + Radius = 21.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1329,7 +1329,7 @@ End FXList WeaponFX_CommandoMachineGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1339,7 +1339,7 @@ End FXList WeaponFX_QuadCannonGunFire LightPulse Color = R:128 G:128 B:64 - Radius = 20 + Radius = 20.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -1354,11 +1354,11 @@ FXList WeaponFX_QuadCannonGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:255 B:255 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -1367,7 +1367,7 @@ End FXList WeaponFX_HeroicQuadCannonGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 20 + Radius = 20.0 IncreaseTime = 0 DecreaseTime = 300 End @@ -1382,11 +1382,11 @@ FXList WeaponFX_HeroicQuadCannonGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:255 G:0 B:0 - Speed = 300 + Speed = 300.0 Probability = 0.5 End End @@ -1395,7 +1395,7 @@ End FXList WeaponFX_TechnicalGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -1410,11 +1410,11 @@ FXList WeaponFX_TechnicalGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:230 G:204 B:179 - Speed = 300 + Speed = 300.0 Probability = 0.25 End End @@ -1434,11 +1434,11 @@ FXList WeaponFX_NapalmMissileDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1458,11 +1458,11 @@ FXList WeaponFX_BlackNapalmMissileDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1481,11 +1481,11 @@ FXList WeaponFX_MolotovCocktailDetonation End TerrainScorch Type = RANDOM - Radius = 18 + Radius = 18.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1507,11 +1507,11 @@ FXList WeaponFX_JetMissileDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1533,7 +1533,7 @@ FXList FX_BombExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = Explosion @@ -1547,11 +1547,11 @@ FXList FX_TankDieExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -1574,9 +1574,9 @@ FXList FX_JetDeathExplosion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 0 UNIFORM - InitialDelay = 50 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 0.0 UNIFORM + InitialDelay = 50.0 667.0 UNIFORM OrientToObject = YES End ViewShake @@ -1602,9 +1602,9 @@ FXList FX_RaptorDeathExplosion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 0 UNIFORM - InitialDelay = 50 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 0.0 UNIFORM + InitialDelay = 50.0 667.0 UNIFORM OrientToObject = YES End ViewShake @@ -1619,9 +1619,9 @@ FXList FX_GenericTankDeathExplosion End ParticleSystem Name = MammothTankSubExplosionSmoke - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = MammothTankExplosionDebris @@ -1638,7 +1638,7 @@ FXList FX_GenericTankDeathExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1653,9 +1653,9 @@ FXList FX_AmericaVehicleTomahawkDeathExplosion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = MammothTankExplosionDebris @@ -1668,7 +1668,7 @@ FXList FX_AmericaVehicleTomahawkDeathExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1689,19 +1689,19 @@ FXList FX_ChinaVehicleNukeCannonDeathExplosion ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -1712,25 +1712,25 @@ FXList FX_ChinaVehicleNukeCannonDeathExplosion ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -1834,7 +1834,7 @@ End FXList FX_CrusaderCatchFire ParticleSystem Name = TankFire - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1848,7 +1848,7 @@ End FXList FX_HumveeExplosionOneInitial ParticleSystem Name = HotPillarArms - Offset = X:10 Y:0 Z:10 + Offset = X:10.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1867,9 +1867,9 @@ FXList FX_HumveeExplosionOneFinal ParticleSystem Name = HumveeSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = HumveeExplosionDebris @@ -1879,7 +1879,7 @@ FXList FX_HumveeExplosionOneFinal End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1890,7 +1890,7 @@ End FXList FX_HumveeDamageTransition ParticleSystem Name = HumveeTransitionExplosion1 - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1904,7 +1904,7 @@ End FXList FX_ComancheDamageTransition ParticleSystem Name = ComancheTransitionSmoke - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1918,7 +1918,7 @@ End FXList FX_JetBigDamageTransition ParticleSystem Name = JetTransitionSmokeLarge - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 OrientToObject = YES End ViewShake @@ -1933,7 +1933,7 @@ End FXList FX_BattleMasterExplosionOneInitial ParticleSystem Name = HotPillarArms - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1947,7 +1947,7 @@ End FXList FX_GattlingExplosionOneInitial ParticleSystem Name = HotPillarArms - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -1965,9 +1965,9 @@ FXList FX_GattlingExplosionOneFinal ParticleSystem Name = BattleMasterTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = BattleMasterTankExplosionDebris @@ -1980,7 +1980,7 @@ FXList FX_GattlingExplosionOneFinal End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -1997,18 +1997,18 @@ FXList FX_BattleMasterExplosionOneFinal End ParticleSystem Name = BattleMasterTankExplosionShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BattleMasterTankExplosionLenzflare - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -2026,22 +2026,22 @@ FXList FX_ScudLauncherExplosionOneFinal End ParticleSystem Name = BattleMasterTankExplosionShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BattleMasterTankExplosionLenzflare - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = ScudMissleLauncherExplosionTrailArms - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -2059,22 +2059,22 @@ FXList FX_SupplyTruckExplosionOneFinal End ParticleSystem Name = BattleMasterTankExplosionShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BattleMasterTankExplosionLenzflare - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ; ParticleSystem ; Name = ScudMissleLauncherExplosionTrailArms - ; Offset = X:0 Y:0 Z:5 + ; Offset = X:0.0 Y:0.0 Z:5.0 ; End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -2091,18 +2091,18 @@ FXList FX_ToxinTruckExplosionOneFinal End ParticleSystem Name = ScudMissleExplosionTrailArms - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = ToxicExplosionLarge - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -2119,18 +2119,18 @@ FXList FX_GattlingExplosionOneFinal End ParticleSystem Name = BattleMasterTankExplosionShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BattleMasterTankExplosionLenzflare - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -2141,15 +2141,15 @@ End FXList FX_BattleMasterDamageTransition ParticleSystem Name = BattleMasterTransitionExplosion - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BattleMasterTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BattleMasterTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -2163,15 +2163,15 @@ End FXList FX_BattleMasterDamageTransitionSmall ParticleSystem Name = BattleMasterTransitionExplosionSmall - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BattleMasterTransitionLenzflareSmall - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BattleMasterTransitionDebrisSmall - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -2185,15 +2185,15 @@ End FXList FX_BattleDroneDamageTransitionSmall ParticleSystem Name = BattleMasterTransitionExplosionSmall - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BattleMasterTransitionLenzflareSmall - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BattleMasterTransitionDebrisSmall - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -2204,17 +2204,17 @@ End FXList FX_ScudLauncherDamageTransition ParticleSystem Name = ScudLauncherTransitionExplosion - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 OrientToObject = YES End ParticleSystem Name = ScudLauncherTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 OrientToObject = YES End ParticleSystem Name = ScudLauncherTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 OrientToObject = YES End ViewShake @@ -2229,7 +2229,7 @@ End FXList FX_OverlordSmoke ParticleSystem Name = TankSmoke - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -2243,7 +2243,7 @@ End FXList FX_OverlordExplosionOneInitial ParticleSystem Name = HotPillarArms - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -2260,9 +2260,9 @@ FXList FX_OverlordExplosionOneFinal End ParticleSystem Name = OverlordSubExplosionSmoke - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = OverlordExplosionDebris @@ -2279,7 +2279,7 @@ FXList FX_OverlordExplosionOneFinal End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -2290,15 +2290,15 @@ End FXList FX_OverlordDamageTransition ParticleSystem Name = OverlordTransitionExplosion - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = OverlordTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = OverlordTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SUBTLE @@ -2312,15 +2312,15 @@ End FXList FX_NukeCannonDamageTransition ParticleSystem Name = NukeCannonTransitionExplosion - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SUBTLE @@ -2334,15 +2334,15 @@ End FXList FX_DragonDamageTransition ParticleSystem Name = DragonTransitionExplosion - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = DragonTransitionDebris - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = DragonTransitionLenzflare - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SUBTLE @@ -2356,7 +2356,7 @@ End FXList FX_CrusaderDamageTransition ParticleSystem Name = DragonTransitionExplosion1 - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End ViewShake Type = SUBTLE @@ -2370,7 +2370,7 @@ End FXList FX_MIGDamageTransition ParticleSystem Name = MIGTransitionSmoke - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 OrientToObject = YES End ViewShake @@ -2385,13 +2385,13 @@ End FXList FX_DragonNapalmSpill ParticleSystem Name = NapalmSpill01 - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 ; AttachToObject = YES End ParticleSystem Name = NapalmSpill02 ; AttachToObject = YES - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End Sound Name = FireHydrantBreak @@ -2406,9 +2406,9 @@ FXList FX_DragonTankDeathExplosionFinal End ParticleSystem Name = OverlordSubExplosionSmoke - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End ParticleSystem Name = FirestormSmall @@ -2416,14 +2416,14 @@ FXList FX_DragonTankDeathExplosionFinal ParticleSystem Name = FirestormRingSmall OrientToObject = YES - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SUBTLE End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -2434,7 +2434,7 @@ End FXList FX_QuadCannonCatchFire ParticleSystem Name = TankFire - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 End ViewShake Type = SUBTLE @@ -2460,25 +2460,25 @@ FXList FX_SmallStructureDeath End ParticleSystem Name = MammothTankSubExplosionSmoke - Radius = 15 30 UNIFORM - Height = 15 30 UNIFORM - InitialDelay = 200 300 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 15.0 30.0 UNIFORM + InitialDelay = 200.0 300.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 1 - ; Radius = 10 20 UNIFORM - Height = 0 0 UNIFORM - InitialDelay = 0 200 UNIFORM + ; Radius = 10.0 20.0 UNIFORM + Height = 0.0 0.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 - Radius = 15 30 UNIFORM - Height = 0 30 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 30.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End ParticleSystem @@ -2507,25 +2507,25 @@ FXList FX_LargeStructureDeath ParticleSystem Name = MammothTankSubExplosionSmoke Count = 2 - Radius = 20 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 20.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 3 ; 4 - Radius = 10 40 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 10.0 40.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 - Radius = 15 50 UNIFORM - Height = 0 40 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 15.0 50.0 UNIFORM + Height = 0.0 40.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End ParticleSystem Name = StructureExplosionDebris @@ -2548,25 +2548,25 @@ FXList FX_CommandCenterDeath ParticleSystem Name = MammothTankSubExplosionSmoke Count = 2 - Radius = 20 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 20.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 3 ; 4 - Radius = 10 40 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 10.0 40.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 - Radius = 15 50 UNIFORM - Height = 0 40 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 15.0 50.0 UNIFORM + Height = 0.0 40.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End ParticleSystem Name = StructureExplosionDebris @@ -2587,41 +2587,41 @@ FXList FX_AsianTVStationDeath ; fiery heart explosion at a Repair Bay ParticleSystem Name = SubExplosionSmoke01 - Offset = X:-30 Y:15 Z:10 + Offset = X:-30.0 Y:15.0 Z:10.0 Count = 2 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 100 200 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 100.0 200.0 UNIFORM End ; fiery heart explosion at a Repair Bay ParticleSystem Name = SubExplosionSmoke01 - Offset = X:30 Y:15 Z:10 + Offset = X:30.0 Y:15.0 Z:10.0 Count = 2 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 100 200 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 100.0 200.0 UNIFORM End ; fiery heart explosion at a Repair Bay ParticleSystem Name = SubExplosionSmoke01 - Offset = X:30 Y:-15 Z:10 + Offset = X:30.0 Y:-15.0 Z:10.0 Count = 2 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 100 200 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 100.0 200.0 UNIFORM End ; fiery heart explosion at a Repair Bay ParticleSystem Name = SubExplosionSmoke01 - Offset = X:-30 Y:-15 Z:10 + Offset = X:-30.0 Y:-15.0 Z:10.0 Count = 2 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 100 200 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 100.0 200.0 UNIFORM End End @@ -2652,30 +2652,30 @@ FXList FX_AmericaWarFactoryDeathFinal ; fiery heart explosion at above entrance arc ParticleSystem Name = SubExplosionSmoke01 - Offset = X:30 Y:-30 Z:10 + Offset = X:30.0 Y:-30.0 Z:10.0 Count = 1 - Radius = 1 8 UNIFORM - Height = 1 8 UNIFORM - InitialDelay = 200 400 UNIFORM + Radius = 1.0 8.0 UNIFORM + Height = 1.0 8.0 UNIFORM + InitialDelay = 200.0 400.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 Count = 3 - Radius = 10 40 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 0 200 UNIFORM + Radius = 10.0 40.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; lighter than dusty clouds support smoke puffs ParticleSystem Name = StructureSubExplosionSmoke Count = 5 - Radius = 15 50 UNIFORM - Height = 0 40 UNIFORM - InitialDelay = 267 1000 UNIFORM + Radius = 15.0 50.0 UNIFORM + Height = 0.0 40.0 UNIFORM + InitialDelay = 267.0 1000.0 UNIFORM End ; shake the screen @@ -2745,7 +2745,7 @@ FXList FX_TankerTruckExplode End ParticleSystem Name = SootySmokeColumn - Offset = X:20 Y:0 Z:0 + Offset = X:20.0 Y:0.0 Z:0.0 End ParticleSystem Name = MammothTankExplosionSmoke @@ -2753,15 +2753,15 @@ FXList FX_TankerTruckExplode ParticleSystem Name = BarrelExplosionDebris Count = 3 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End ParticleSystem Name = MammothTankSubExplosionSmoke Count = 10 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 3000 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 3000.0 UNIFORM End ParticleSystem Name = TankerTruckExplosionShockwave @@ -2786,7 +2786,7 @@ End FXList FX_CarWallSpark ParticleSystem Name = FlatSparkSprayLineBurst - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 OrientToObject = YES End End @@ -2879,11 +2879,11 @@ FXList FX_LimoExplode End ParticleSystem Name = LimoExplosionArms - Offset = X:12 Y:0 Z:0 + Offset = X:12.0 Y:0.0 Z:0.0 End ParticleSystem Name = LimoExplosionArms - Offset = X:-12 Y:0 Z:0 + Offset = X:-12.0 Y:0.0 Z:0.0 End ParticleSystem Name = LimoExplosionSmoke @@ -3013,7 +3013,7 @@ FXList FX_TreeBounce End ParticleSystem Name = TreeBounceDust - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 End End @@ -3024,7 +3024,7 @@ FXList FX_OptTreeBounce End ParticleSystem Name = TreeBounceDust - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End End @@ -3050,7 +3050,7 @@ FXList FX_ChainLinkFenceBounce End ParticleSystem Name = TreeBounceDust - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 End End @@ -3243,7 +3243,7 @@ End FXList FX_HumveeMissileIgnition ParticleSystem Name = TowMissileBackblast - Offset = X:-15 Y:0 Z:0 + Offset = X:-15.0 Y:0.0 Z:0.0 OrientToObject = YES End End @@ -3496,7 +3496,7 @@ FXList FX_RaptorCrashExplosion End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End End @@ -3612,7 +3612,7 @@ FXList WeaponFX_MineDetonation ; End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -3630,7 +3630,7 @@ FXList WeaponFX_WorkerMineDisarming End TerrainScorch Type = RANDOM - Radius = 10 + Radius = 10.0 End End @@ -3653,7 +3653,7 @@ FXList WeaponFX_DozerMineDisarming End TerrainScorch Type = RANDOM - Radius = 10 + Radius = 10.0 End End @@ -3673,7 +3673,7 @@ FXList WeaponFX_SuicideDynamitePackDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -3702,7 +3702,7 @@ FXList WeaponFX_SuicideDynamitePackDetonationPlusFire End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -3721,19 +3721,19 @@ FXList WeaponFX_CINEConvoyNuke ParticleSystem Name = NukeFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -3744,38 +3744,38 @@ FXList WeaponFX_CINEConvoyNuke ParticleSystem Name = NukeBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End TerrainScorch Type = RANDOM - Radius = 250 + Radius = 250.0 End End @@ -3796,7 +3796,7 @@ FXList WeaponFX_TNTStickyBombDetonation End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End Sound Name = BombTruckDefaultBombDetonation @@ -3844,7 +3844,7 @@ FXList WeaponFX_DemoTrapDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -3867,7 +3867,7 @@ FXList CINE_WeaponFX_DemoTrapDetonation End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End End @@ -3875,7 +3875,7 @@ End FXList WeaponFX_RangerFlashBangGrenadeDetonation ParticleSystem Name = FlashBangNormal - Offset = X:0 Y:0 Z:4 + Offset = X:0.0 Y:0.0 Z:4.0 End ParticleSystem Name = FlashBangNormalSpark @@ -3898,7 +3898,7 @@ FXList FX_DaisyCutterExplode ParticleSystem Name = DaisyExplosionScatter AttachToObject = YES - InitialDelay = 500 500 UNIFORM + InitialDelay = 500.0 500.0 UNIFORM End Sound Name = DaisyCutterGas @@ -3914,11 +3914,11 @@ FXList FX_DaisyCutterIgnite End ParticleSystem Name = DaisyExplosionScatterIgnite2 - InitialDelay = 500 500 UNIFORM + InitialDelay = 500.0 500.0 UNIFORM End ParticleSystem Name = DaisyFlameShockwave - InitialDelay = 1000 1000 UNIFORM + InitialDelay = 1000.0 1000.0 UNIFORM End Sound Name = DaisyCutterIgnite @@ -3947,7 +3947,7 @@ FXList FX_LeafletsDrop End ParticleSystem Name = LeafletParticles1 - InitialDelay = 500 500 UNIFORM + InitialDelay = 500.0 500.0 UNIFORM End Sound Name = LeafletDrop @@ -3969,7 +3969,7 @@ FXList FX_MOABExplode ParticleSystem Name = DaisyExplosionScatter AttachToObject = YES - InitialDelay = 500 500 UNIFORM + InitialDelay = 500.0 500.0 UNIFORM End Sound Name = DaisyCutterGas @@ -3985,11 +3985,11 @@ FXList FX_MOABIgnite End ParticleSystem Name = DaisyExplosionScatterIgnite2 - InitialDelay = 500 500 UNIFORM + InitialDelay = 500.0 500.0 UNIFORM End ParticleSystem Name = DaisyFlameShockwave - InitialDelay = 1000 1000 UNIFORM + InitialDelay = 1000.0 1000.0 UNIFORM End Sound Name = DaisyCutterIgnite @@ -4071,9 +4071,9 @@ FXList FX_RocketBuggyAirDeathAirPart ParticleSystem Name = BuggyNewAirDeathSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 20 UNIFORM - InitialDelay = 167 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 20.0 UNIFORM + InitialDelay = 167.0 667.0 UNIFORM End Sound Name = CarDie @@ -4185,7 +4185,7 @@ FXList FX_BuggyNewDeathExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = CarDie @@ -4355,7 +4355,7 @@ End FXList FX_ComancheStartDeath ParticleSystem Name = SubExplosionSmoke02 - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 End Sound Name = ComancheDie @@ -4372,7 +4372,7 @@ End FXList FX_ChinookStartDeath ParticleSystem Name = SubExplosionSmoke02 - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 End Sound Name = ComancheDie @@ -4389,7 +4389,7 @@ End FXList FX_HelicopterStartDeath ParticleSystem Name = SubExplosionSmoke02 - Offset = X:0 Y:0 Z:5 + Offset = X:0.0 Y:0.0 Z:5.0 End Sound Name = ComancheDie @@ -4404,7 +4404,7 @@ FXList FX_HelicopterBladeExplosion ParticleSystem Name = TankStruckSparks Count = 5 - Radius = 5 5 UNIFORM + Radius = 5.0 5.0 UNIFORM End Sound Name = ComancheSpinExplosion @@ -4454,8 +4454,8 @@ FXList FX_GroundedHelicopterBlowUp ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 5 5 UNIFORM - InitialDelay = 100 100 UNIFORM + Radius = 5.0 5.0 UNIFORM + InitialDelay = 100.0 100.0 UNIFORM End Sound Name = CarDie @@ -4478,13 +4478,13 @@ FXList FX_GLAPowerPlantDamagedExplosion1 ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End End @@ -4501,13 +4501,13 @@ FXList FX_GLAPowerPlantDamagedExplosion2 ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End End @@ -4524,13 +4524,13 @@ FXList FX_GLAPowerPlantDamagedExplosion3 ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave - InitialDelay = 0 200 UNIFORM + InitialDelay = 0.0 200.0 UNIFORM End End @@ -4545,24 +4545,24 @@ FXList FX_GLAPowerPlantDeathStart ; fiery "heart" of the explosion ParticleSystem Name = GLAPowerPlantDeathExplosion1 - Offset = X:-3.532 Y:30 Z:2 + Offset = X:-3.532 Y:30.0 Z:2.0 Count = 2 End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDeathShockwave2 - Offset = X:-3.532 Y:30 Z:2 + Offset = X:-3.532 Y:30.0 Z:2.0 End ParticleSystem Name = GLAPowerPlantDeathExplosion1 - Offset = X:-9.08 Y:-8.547 Z:1 + Offset = X:-9.08 Y:-8.547 Z:1.0 End ParticleSystem Name = GLAPowerPlantDeathShockwave2 - Offset = X:-9.08 Y:-8.547 Z:1 + Offset = X:-9.08 Y:-8.547 Z:1.0 End ViewShake @@ -4581,14 +4581,14 @@ FXList FX_GLAPowerPlantDeathFinal ; fiery "heart" of the explosion ParticleSystem Name = GLAPowerPlantDeathExplosion2 - Offset = X:-3.532 Y:30 Z:26.822 + Offset = X:-3.532 Y:30.0 Z:26.822 Count = 2 End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDeathShockwave2 - Offset = X:-3.532 Y:30 Z:26.822 + Offset = X:-3.532 Y:30.0 Z:26.822 End ParticleSystem @@ -4609,7 +4609,7 @@ FXList FX_DamWaterSpray01 ParticleSystem Name = WaterSpraySplash OrientToObject = YES - InitialDelay = 50 5000 UNIFORM ; in milliseconds + InitialDelay = 50.0 5000.0 UNIFORM ; in milliseconds End End @@ -4627,19 +4627,19 @@ FXList FX_Nuke ParticleSystem Name = NukeFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -4650,38 +4650,38 @@ FXList FX_Nuke ParticleSystem Name = NukeBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End ParticleSystem Name = NukeRadiationInitial - InitialDelay = 3000 3000 UNIFORM ; in milliseconds + InitialDelay = 3000.0 3000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -4700,19 +4700,19 @@ FXList FX_BaikonurNuke ParticleSystem Name = NukeBaikonurFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeBaikonurMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeBaikonurMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -4723,32 +4723,32 @@ FXList FX_BaikonurNuke ParticleSystem Name = NukeBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeBaikonurShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeBaikonurMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeBaikonurShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeBaikonurMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End @@ -4767,19 +4767,19 @@ FXList FX_NukeGLA ParticleSystem Name = NukeGLAFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeGLAMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeGLAMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -4790,32 +4790,32 @@ FXList FX_NukeGLA ParticleSystem Name = NukeGLABlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeGLAShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End @@ -4933,13 +4933,13 @@ FXList FX_GLAViralOutbreak ParticleSystem Name = GLAViralOutbreakClouds - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = GLAViralOutbreakFumes - InitialDelay = 500 500 UNIFORM ; in milliseconds + InitialDelay = 500.0 500.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:2.0 End @@ -4993,19 +4993,19 @@ FXList FX_ChinaPowerPlantDeath ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -5016,31 +5016,31 @@ FXList FX_ChinaPowerPlantDeath ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -5059,19 +5059,19 @@ FXList WeaponFX_NukeCannon ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -5082,25 +5082,25 @@ FXList WeaponFX_NukeCannon ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -5118,19 +5118,19 @@ FXList WeaponFX_BaikonurRocket ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -5141,25 +5141,25 @@ FXList WeaponFX_BaikonurRocket ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 500 500 UNIFORM ; in milliseconds + InitialDelay = 500.0 500.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -5174,19 +5174,19 @@ FXList FX_CarpetBomb ParticleSystem Name = UpgradeCarpetBombExplosion - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = UpgradeCarpetBombWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = UpgradeCarpetBombExplosionPuff - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -5208,24 +5208,24 @@ FXList FX_CINE_CarpetBomb End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End ParticleSystem Name = UpgradeCarpetBombExplosion - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = UpgradeCarpetBombWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = UpgradeCarpetBombExplosionPuff - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -5251,19 +5251,19 @@ FXList FX_AuroraBombDetonate ParticleSystem Name = CarpetBombExplosion - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombExplosionPuff - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -5279,19 +5279,19 @@ FXList FX_A10ThunderboltMissileExplosion ParticleSystem Name = CarpetBombExplosion - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombExplosionPuff - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -5307,13 +5307,13 @@ FXList FX_BonusCrate ParticleSystem Name = BonusCrate01 - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = BonusCrateFlash - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -5416,7 +5416,7 @@ FXList FX_FlashBangGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. @@ -5496,7 +5496,7 @@ FXList FX_ToxinStreamGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 @@ -5522,7 +5522,7 @@ FXList FX_ToxinStreamUpgradedGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 @@ -5547,7 +5547,7 @@ FXList FX_DragonFlameGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 @@ -5827,9 +5827,9 @@ FXList FX_JetDeathFinalBlowUp_CinematicVersion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 15 30 UNIFORM - Height = 0 0 UNIFORM - InitialDelay = 50 667 UNIFORM + Radius = 15.0 30.0 UNIFORM + Height = 0.0 0.0 UNIFORM + InitialDelay = 50.0 667.0 UNIFORM OrientToObject = YES End ViewShake @@ -5854,7 +5854,7 @@ FXList WeaponFX_ClusterMineImpact ; for "there are mines here"... (srj) ; TerrainScorch ; Type = RANDOM - ; Radius = 15 + ; Radius = 15.0 ; End Sound Name = ExplosionClusterMine @@ -5918,7 +5918,7 @@ FXList FX_RangerCombatDropKill LightPulse Color = R:255 G:255 B:255 - Radius = 100 + Radius = 100.0 ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. @@ -5950,7 +5950,7 @@ End ; End ; LightPulse ; Color = R:255 G:0 B:0 -; Radius = 100 +; Radius = 100.0 ; IncreaseTime = 0 ; DecreaseTime = 2000 ; End @@ -5980,7 +5980,7 @@ FXList WeaponFX_BombTruckDefaultBombDetonation ParticleSystem Name = BombTruckDefaultExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6011,7 +6011,7 @@ FXList Demo_WeaponFX_BombTruckDefaultBombDetonation ParticleSystem Name = Demo_BombTruckDefaultExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6039,7 +6039,7 @@ FXList WeaponFX_BombTruckBioBombDetonation ParticleSystem Name = BombTruckBioExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6067,7 +6067,7 @@ FXList WeaponFX_BombTruckAnthraxBombDetonation ParticleSystem Name = BombTruckAnthraxExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6095,7 +6095,7 @@ FXList WeaponFX_BombTruckAnthraxGammaBombDetonation ParticleSystem Name = BombTruckAnthraxGammaExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6128,7 +6128,7 @@ FXList WeaponFX_BombTruckHighExplosiveBombDetonation ParticleSystem Name = BombTruckHEExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6161,7 +6161,7 @@ FXList Demo_WeaponFX_BombTruckHighExplosiveBombDetonation ParticleSystem Name = Demo_BombTruckHEExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6194,7 +6194,7 @@ FXList WeaponFX_BombTruckHighExplosiveBioBombDetonation ParticleSystem Name = BombTruckHEBioExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6227,7 +6227,7 @@ FXList WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation ParticleSystem Name = BombTruckHEAnthraxExplosionTrailArms - InitialDelay = 100 100 UNIFORM ; in milliseconds + InitialDelay = 100.0 100.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End @@ -6244,7 +6244,7 @@ End FXList FX_BridgeRepaired01 ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End End @@ -6252,15 +6252,15 @@ End FXList FX_BombTruckDisguiseReveal ; ParticleSystem ; Name = TankStruckSmoke - ; Height = 10 10 CONSTANT + ; Height = 10.0 10.0 CONSTANT ; End ; ParticleSystem ; Name = TankStruckSparks - ; Height = 10 10 CONSTANT + ; Height = 10.0 10.0 CONSTANT ; End LightPulse Color = R:255 G:255 B:128 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -6273,15 +6273,15 @@ End FXList FX_BombTruckDisguise ; ParticleSystem ; Name = TankStruckSmoke - ; Height = 10 10 CONSTANT + ; Height = 10.0 10.0 CONSTANT ; End ; ParticleSystem ; Name = TankStruckSparks - ; Height = 10 10 CONSTANT + ; Height = 10.0 10.0 CONSTANT ; End LightPulse Color = R:255 G:255 B:128 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -6308,15 +6308,15 @@ End FXList FX_GenericMissileDisintegrate ParticleSystem Name = GenericLaserHit - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End ParticleSystem Name = TankStruckSparks - Height = 0 0 CONSTANT + Height = 0.0 0.0 CONSTANT End LightPulse Color = R:255 G:64 B:64 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -6339,19 +6339,19 @@ FXList FX_ChemicalFactoryExplosion ParticleSystem Name = ChemicalFactoryGreenGasThick - InitialDelay = 0 0 UNIFORM ; The green gas + InitialDelay = 0.0 0.0 UNIFORM ; The green gas Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = ChemicalExplosionMushroom - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ; ParticleSystem ; Name = NukeGLAMushroomCloudRing - ; InitialDelay = 2000 2000 UNIFORM ; in milliseconds + ; InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:105.0 ; End @@ -6362,32 +6362,32 @@ FXList FX_ChemicalFactoryExplosion ; ParticleSystem ; Name = NukeGLABlastWave - ; InitialDelay = 300 300 UNIFORM ; in milliseconds + ; InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; ; Offset = X:0.0 Y:0.0 Z:45.0 ; Offset = X:0.0 Y:0.0 Z:15.0 ; End ; ParticleSystem ; Name = NukeGLAShockwaveInverted - ; InitialDelay = 300 300 UNIFORM ; in milliseconds + ; InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAMushroomStem - ; InitialDelay = 2000 2000 UNIFORM ; in milliseconds + ; InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAShockwave - ; InitialDelay = 200 200 UNIFORM ; in milliseconds + ; InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAMushroomRing - ; InitialDelay = 1000 1000 UNIFORM ; in milliseconds + ; InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:50.0 ; End @@ -6402,7 +6402,7 @@ FXList WeaponFX_EruptionOfToxicGooLarge End LightPulse Color = R:0 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -6421,7 +6421,7 @@ FXList WeaponFX_EruptionOfToxicGooSmall End LightPulse Color = R:0 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -6491,15 +6491,15 @@ End FXList FX_ToxicTankDamageTransition ParticleSystem Name = ToxicExplosionLarge - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = ToxinLenzflare - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End LightPulse Color = R:128 G:255 B:32 - Radius = 60 + Radius = 60.0 IncreaseTime = 100 DecreaseTime = 1500 End @@ -6515,15 +6515,15 @@ End FXList FX_ToxicBunkerDamageTransition ParticleSystem Name = ToxicExplosionLargeUpgraded - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = ToxinLenzflareUpgraded - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 End LightPulse Color = R:64 G:64 B:255 - Radius = 60 + Radius = 60.0 IncreaseTime = 100 DecreaseTime = 1500 End @@ -6544,11 +6544,11 @@ FXList FX_ArtilleryBarrage End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -6560,7 +6560,7 @@ FXList FX_ArtilleryBarrage End ParticleSystem Name = ArtilleryBarrageShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End Sound Name = ExplosionCarpetBomb @@ -6576,11 +6576,11 @@ FXList FX_AnthraxBomb End ; TerrainScorch ; Type = RANDOM - ; Radius = 15 + ; Radius = 15.0 ; End ; LightPulse ; Color = R:255 G:128 B:51 - ; Radius = 30 + ; Radius = 30.0 ; IncreaseTime = 0 ; DecreaseTime = 2333 ; End @@ -6592,7 +6592,7 @@ FXList FX_AnthraxBomb End ParticleSystem Name = AnthraxBombLenzflare - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End Sound Name = ExplosionAnthraxBomb @@ -6608,11 +6608,11 @@ FXList FX_AnthraxGammaBomb End ; TerrainScorch ; Type = RANDOM - ; Radius = 15 + ; Radius = 15.0 ; End ; LightPulse ; Color = R:255 G:128 B:51 - ; Radius = 30 + ; Radius = 30.0 ; IncreaseTime = 0 ; DecreaseTime = 2333 ; End @@ -6624,7 +6624,7 @@ FXList FX_AnthraxGammaBomb End ParticleSystem Name = AnthraxGammaBombLenzflare - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End Sound Name = ExplosionAnthraxBomb @@ -6642,8 +6642,8 @@ FXList FX_LocomotiveExplode ParticleSystem Name = BarrelExplosionDebris Count = 3 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End Sound Name = GasStationDie @@ -6664,8 +6664,8 @@ FXList FX_RailroadTankCarExplode ParticleSystem Name = BarrelExplosionDebris Count = 1 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End Sound Name = GasStationDie @@ -6686,8 +6686,8 @@ FXList FX_RailroadWoodenCarExplode ParticleSystem Name = BarrelExplosionDebris Count = 1 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End Sound Name = GasStationDie @@ -6708,8 +6708,8 @@ FXList FX_RailroadCoalCarExplode ParticleSystem Name = BarrelExplosionDebris Count = 1 - Radius = 0 10 UNIFORM - InitialDelay = 167 1000 UNIFORM + Radius = 0.0 10.0 UNIFORM + InitialDelay = 167.0 1000.0 UNIFORM End Sound Name = GasStationDie @@ -6768,12 +6768,12 @@ FXList FX_RailroadBridgeCollapse ; SPLASH ParticleSystem Name = RiverSplashLarge - InitialDelay = 5000 5000 UNIFORM ; in milliseconds + InitialDelay = 5000.0 5000.0 UNIFORM ; in milliseconds Offset = X:70.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite - InitialDelay = 5000 5000 UNIFORM ; in milliseconds + InitialDelay = 5000.0 5000.0 UNIFORM ; in milliseconds Offset = X:70.0 Y:0.0 Z:-156.0 End Sound @@ -6785,12 +6785,12 @@ FXList FX_RailroadBridgeCollapse ParticleSystem Name = RiverSplashLarge - InitialDelay = 6000 6000 UNIFORM ; in milliseconds + InitialDelay = 6000.0 6000.0 UNIFORM ; in milliseconds Offset = X:20.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite - InitialDelay = 6000 6000 UNIFORM ; in milliseconds + InitialDelay = 6000.0 6000.0 UNIFORM ; in milliseconds Offset = X:20.0 Y:0.0 Z:-156.0 End Sound @@ -6802,12 +6802,12 @@ FXList FX_RailroadBridgeCollapse ParticleSystem Name = RiverSplashLarge - InitialDelay = 7000 7000 UNIFORM ; in milliseconds + InitialDelay = 7000.0 7000.0 UNIFORM ; in milliseconds Offset = X:-20.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite - InitialDelay = 7000 7000 UNIFORM ; in milliseconds + InitialDelay = 7000.0 7000.0 UNIFORM ; in milliseconds Offset = X:-20.0 Y:0.0 Z:-156.0 End Sound @@ -6989,14 +6989,14 @@ FXList FX_TsingMaExplosion ParticleSystem Name = TsingMaLenzflare OrientToObject = YES - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SEVERE End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -7012,12 +7012,12 @@ FXList FX_TsingMaSplash ParticleSystem Name = TsingMaSplashWave OrientToObject = YES - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds End ParticleSystem Name = TsingMaSplashHit OrientToObject = YES - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds End End @@ -7033,14 +7033,14 @@ FXList FX_TrainWreckExplosion ParticleSystem Name = TsingMaLenzflare OrientToObject = YES - Offset = X:0 Y:0 Z:1 + Offset = X:0.0 Y:0.0 Z:1.0 End ViewShake Type = SEVERE End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = TankDie @@ -7077,11 +7077,11 @@ FXList FX_ParticleUplinkDeathInitial End ParticleSystem Name = ParticleDeathFlare - Offset = X:30 Y:0 Z:10 + Offset = X:30.0 Y:0.0 Z:10.0 End ParticleSystem Name = ParticleDeathImplode - Offset = X:30 Y:0 Z:20 + Offset = X:30.0 Y:0.0 Z:20.0 End End @@ -7094,11 +7094,11 @@ FXList FX_StrategyCenterBarrage End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -7113,11 +7113,11 @@ FXList FX_StrategyCenterBarrage End ParticleSystem Name = StrategyCenterBarrageShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = StratCentBarrageLenzflare - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End Sound Name = ExplosionRocketBuggyMissile @@ -7128,7 +7128,7 @@ End FXList WeaponFX_SpectreGattlingMuzzleFlash LightPulse Color = R:255 G:255 B:128 - Radius = 10 + Radius = 10.0 IncreaseTime = 0 DecreaseTime = 100 End @@ -7143,11 +7143,11 @@ FXList WeaponFX_SpectreGattlingMuzzleFlash Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 20 + DecayAt = 1.0 + Length = 20.0 Width = 0.6 Color = R:255 G:255 B:255 - Speed = 1200 + Speed = 1200.0 Probability = 0.7 End End @@ -7161,17 +7161,17 @@ FXList FX_SpectreHowitzerExplosion End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End ; ParticleSystem ; Name = SpectreHowitzerExplosion - ; Offset = X:-12 Y:0 Z:0 + ; Offset = X:-12.0 Y:0.0 Z:0.0 ; End ParticleSystem Name = SpectreHowitzerExplosionCloud @@ -7185,7 +7185,7 @@ FXList FX_SpectreHowitzerExplosion End ParticleSystem Name = SpectreHowitzerShockwave - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 End Sound Name = ExplosionCarpetBomb @@ -7225,7 +7225,7 @@ FXList FX_SpectreGattlingImpacts End ParticleSystem Name = TankStruckSparks - Height = 10 10 CONSTANT + Height = 10.0 10.0 CONSTANT End Sound ; Name = VehicleImpactLight @@ -7274,7 +7274,7 @@ End FXList GC_Chem_WeaponFX_ToxinFlameWeaponGamma LightPulse Color = R:255 G:0 B:255 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -7402,8 +7402,8 @@ FXList FX_GroundedHelicopterBlowUpBig ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 5 5 UNIFORM - InitialDelay = 100 100 UNIFORM + Radius = 5.0 5.0 UNIFORM + InitialDelay = 100.0 100.0 UNIFORM End Sound Name = CarDie @@ -7420,7 +7420,7 @@ End FXList WeaponFX_SentryDroneGunFire LightPulse Color = R:255 G:255 B:128 - Radius = 25 + Radius = 25.0 IncreaseTime = 0 DecreaseTime = 500 End @@ -7446,11 +7446,11 @@ FXList WeaponFX_SentryDroneGunFire Offset = X:0.0 Y:0.0 Z:0.0 End Tracer - DecayAt = 1 - Length = 10 + DecayAt = 1.0 + Length = 10.0 Width = 0.3 Color = R:230 G:204 B:179 - Speed = 300 + Speed = 300.0 Probability = 0.25 End End @@ -7470,49 +7470,49 @@ FXList WeaponFX_MOAB_Blast ParticleSystem Name = MOABsparks - InitialDelay = 225 225 UNIFORM ; in milliseconds + InitialDelay = 225.0 225.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = MOABRing - InitialDelay = 225 225 UNIFORM ; in milliseconds + InitialDelay = 225.0 225.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = MOABMushroomStem - InitialDelay = 500 500 UNIFORM ; in milliseconds + InitialDelay = 500.0 500.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = MOABExplosionArms - InitialDelay = 10 10 UNIFORM ; in milliseconds + InitialDelay = 10.0 10.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = StructureTransitionLargeFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = MOABDustWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:1.0 End TerrainScorch Type = RANDOM - Radius = 250 + Radius = 250.0 End End @@ -7539,14 +7539,14 @@ FXList FX_HelixHelicopterBlowUpBig ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 - Radius = 5 5 UNIFORM - InitialDelay = 100 100 UNIFORM + Radius = 5.0 5.0 UNIFORM + InitialDelay = 100.0 100.0 UNIFORM End ParticleSystem Name = HelixDeathExplosionCloud Count = 3 - Radius = 5 5 UNIFORM - InitialDelay = 100 100 UNIFORM + Radius = 5.0 5.0 UNIFORM + InitialDelay = 100.0 100.0 UNIFORM End Sound Name = CarDie @@ -7567,11 +7567,11 @@ FXList FX_FireBaseHowitzerExplosion End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -7610,19 +7610,19 @@ FXList Nuke_WeaponFX_NukeCannon ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -7633,30 +7633,30 @@ FXList Nuke_WeaponFX_NukeCannon ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End ParticleSystem Name = NukeBlastWave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -7675,19 +7675,19 @@ FXList Nuke_WeaponFX_CarpetBomb ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -7698,25 +7698,25 @@ FXList Nuke_WeaponFX_CarpetBomb ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End @@ -7758,37 +7758,37 @@ FXList FX_BunkerBusterExplosion ParticleSystem Name = SeismicDebris - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = seismicDust - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = SeismicShockwave - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = SeismicDirt - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BunkerBusterPlume - InitialDelay = 500 500 UNIFORM ; in milliseconds + InitialDelay = 500.0 500.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = BunkerBusterPlumeCore - InitialDelay = 300 300 UNIFORM ; in milliseconds - Offset = X:0.0 Y:0.0 Z:0 + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds + Offset = X:0.0 Y:0.0 Z:0.0 End Sound @@ -7835,7 +7835,7 @@ FXList FX_CraterBombExplosion End TerrainScorch Type = SCORCH_4 - Radius = 250 + Radius = 250.0 End End @@ -7862,44 +7862,44 @@ FXList Neutron_WeaponFX_Mine ParticleSystem Name = NeutronFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ; ParticleSystem ; Name = NeutronLenzflare - ; InitialDelay = 0 0 UNIFORM ; in milliseconds + ; InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:40.0 ; End ; ParticleSystem ; Name = NeutronRing - ; InitialDelay = 0 0 UNIFORM ; in milliseconds + ; InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:40.0 ; End ; ParticleSystem ; Name = NeutronFlare - ; InitialDelay = 0 0 UNIFORM ; in milliseconds + ; InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:0.0 ; End ; ParticleSystem ; Name = NeutronDust - ; InitialDelay = 0 0 UNIFORM ; in milliseconds + ; InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:50.0 ; End ; ParticleSystem ; Name = NeutronDustRingDust - ; InitialDelay = 0 0 UNIFORM ; in milliseconds + ; InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:30.0 ; End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -7916,49 +7916,49 @@ FXList Neutron_WeaponFX_NukeCannon ParticleSystem Name = AirF_AuroraBombScatterIgnite2 - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NeutronLenzflare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NeutronRing - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NeutronFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = NeutronMushroomExplosion - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End ParticleSystem Name = NeutronDust - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End ParticleSystem Name = NeutronDustRingDust - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End TerrainScorch Type = RANDOM - Radius = 50 + Radius = 50.0 End End @@ -7983,7 +7983,7 @@ FXList WeaponFX_UpgradeMineDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -8002,19 +8002,19 @@ FXList Nuke_WeaponFX_NukeCannon ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End @@ -8025,25 +8025,25 @@ FXList Nuke_WeaponFX_NukeCannon ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem @@ -8065,11 +8065,11 @@ FXList AirF_FX_AuroraBombIgnite End ; ParticleSystem ; Name = AirF_AuroraBombScatterIgnite2 - ; InitialDelay = 500 500 UNIFORM + ; InitialDelay = 500.0 500.0 UNIFORM ; End ; ParticleSystem ; Name = AirF_AuroraBombFlameShockwave - ; InitialDelay = 1000 1000 UNIFORM + ; InitialDelay = 1000.0 1000.0 UNIFORM ; End Sound Name = DaisyCutterIgnite @@ -8087,7 +8087,7 @@ FXList AirF_FX_AuroraBombExplode ParticleSystem Name = AirF_AuroraBombScatter1 AttachToObject = YES - ; InitialDelay = 200 200 UNIFORM + ; InitialDelay = 200.0 200.0 UNIFORM End ParticleSystem Name = AirF_AuroraBombExplosion @@ -8100,7 +8100,7 @@ FXList AirF_FX_AuroraBombExplode End TerrainScorch Type = RANDOM - Radius = 75 + Radius = 75.0 End Sound @@ -8131,19 +8131,19 @@ FXList Nuke_WeaponFX_NapalmMissileDetonation ParticleSystem Name = NukeCannonFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End @@ -8154,34 +8154,34 @@ FXList Nuke_WeaponFX_NapalmMissileDetonation ParticleSystem Name = NukeCannonBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 30 + Radius = 30.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -8206,19 +8206,19 @@ FXList SupW_FX_Nuke ParticleSystem Name = NukeFlare - InitialDelay = 0 0 UNIFORM ; in milliseconds + InitialDelay = 0.0 0.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomExplosion - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomCloudRing - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End @@ -8229,32 +8229,32 @@ FXList SupW_FX_Nuke ParticleSystem Name = NukeBlastWave - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds ; Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeShockwaveInverted - InitialDelay = 300 300 UNIFORM ; in milliseconds + InitialDelay = 300.0 300.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeMushroomStem - InitialDelay = 2000 2000 UNIFORM ; in milliseconds + InitialDelay = 2000.0 2000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeShockwave - InitialDelay = 200 200 UNIFORM ; in milliseconds + InitialDelay = 200.0 200.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeMushroomRing - InitialDelay = 1000 1000 UNIFORM ; in milliseconds + InitialDelay = 1000.0 1000.0 UNIFORM ; in milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End End @@ -8276,11 +8276,11 @@ FXList WeaponFX_BlackNapalmExplosion End TerrainScorch Type = RANDOM - Radius = 35 + Radius = 35.0 End LightPulse Color = R:255 G:128 B:51 - Radius = 15 + Radius = 15.0 IncreaseTime = 0 DecreaseTime = 2333 End @@ -8387,7 +8387,7 @@ FXList FX_DEMOBuggyNewDeathExplosion End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End Sound Name = CarDie @@ -8414,7 +8414,7 @@ FXList WeaponFX_DemoSuicideDynamitePackDetonation End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End @@ -8443,7 +8443,7 @@ FXList WeaponFX_DemoSuicideDynamitePackDetonationPlusFire End TerrainScorch Type = RANDOM - Radius = 15 + Radius = 15.0 End End diff --git a/GeneralsZH/Data/INI/GameData.ini b/GeneralsZH/Data/INI/GameData.ini index 8782bac..9812de8 100644 --- a/GeneralsZH/Data/INI/GameData.ini +++ b/GeneralsZH/Data/INI/GameData.ini @@ -51,7 +51,7 @@ GameData VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map VertexWaterHeightClampLow1 = 0.0 VertexWaterHeightClampHi1 = 16.3 - VertexWaterAngle1 = 45 ; in degrees + VertexWaterAngle1 = 45.0 ; in degrees VertexWaterXPosition1 = 2700.0 VertexWaterYPosition1 = -750.0 VertexWaterZPosition1 = 2.9 @@ -67,7 +67,7 @@ GameData VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map VertexWaterHeightClampLow2 = 0.0 VertexWaterHeightClampHi2 = 31.2 - VertexWaterAngle2 = -12 ; in degrees + VertexWaterAngle2 = -12.0 ; in degrees VertexWaterXPosition2 = 282.0 VertexWaterYPosition2 = -20.0 VertexWaterZPosition2 = 3.0 @@ -83,7 +83,7 @@ GameData VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map VertexWaterHeightClampLow3 = 0.0 VertexWaterHeightClampHi3 = 45.0 - VertexWaterAngle3 = -12 ; in degrees + VertexWaterAngle3 = -12.0 ; in degrees VertexWaterXPosition3 = 1424.0 VertexWaterYPosition3 = -270.0 VertexWaterZPosition3 = 2.0 @@ -99,7 +99,7 @@ GameData VertexWaterAvailableMaps4 = Maps\USA06\USA06.map VertexWaterHeightClampLow4 = 0.0 VertexWaterHeightClampHi4 = 16.3 - VertexWaterAngle4 = 45 ; in degrees + VertexWaterAngle4 = 45.0 ; in degrees VertexWaterXPosition4 = 2700.0 VertexWaterYPosition4 = -750.0 VertexWaterZPosition4 = 2.9 @@ -185,10 +185,10 @@ GameData ForceModelsToFollowTimeOfDay = YES ForceModelsToFollowWeather = YES - InfantryLightMorningScale = 100 ; amount to scale map lighting to make infantry easier to see. - InfantryLightAfternoonScale = 100 ; amount to scale map lighting to make infantry easier to see. - InfantryLightEveningScale = 200 ; amount to scale map lighting to make infantry easier to see. - InfantryLightNightScale = 200 ; amount to scale map lighting to make infantry easier to see. + InfantryLightMorningScale = 100.0 ; amount to scale map lighting to make infantry easier to see. + InfantryLightAfternoonScale = 100.0 ; amount to scale map lighting to make infantry easier to see. + InfantryLightEveningScale = 200.0 ; amount to scale map lighting to make infantry easier to see. + InfantryLightNightScale = 200.0 ; amount to scale map lighting to make infantry easier to see. TerrainLightingMorningAmbient = R:128 G:100 B:77 TerrainLightingMorningDiffuse = R:230 G:180 B:153 @@ -268,7 +268,7 @@ GameData MaxTunnelCapacity = 10 ; How many can be in a player's Tunnel Network. Limit 10 for UI currently StandardMinefieldDensity = 0.004 ; in mines per square foot - StandardMinefieldDistance = 40 ; in feet. should generally be larger than typical tank shot range. + StandardMinefieldDistance = 40.0 ; in feet. should generally be larger than typical tank shot range. HorizontalScrollSpeedFactor = 1.6 ; Factor applied to the maximum RMB scroll speed. Larger allows faster scrolling. VerticalScrollSpeedFactor = 2.0 ; Split to account for aspect ratio-induced speed limits. Room to mouse drag. @@ -370,7 +370,7 @@ GameData SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is purely saturated SelectionFlashHouseColor = NO ; if 'No', selection flashes white - CameraAudibleRadius = 250 ; defines the radius that we can hear when the camera is looking up. + CameraAudibleRadius = 250.0 ; defines the radius that we can hear when the camera is looking up. GroupMoveClickToGatherAreaFactor = 0.5 ; if you take all the selected units and calculate the smallest possible rectangle ; that contains them all, and click within that, all the selected units will break ; formation and gather at the point the user clicked (if the value is 1.0). If it's diff --git a/GeneralsZH/Data/INI/InGameUI.ini b/GeneralsZH/Data/INI/InGameUI.ini index 1091ad5..f3cb65b 100644 --- a/GeneralsZH/Data/INI/InGameUI.ini +++ b/GeneralsZH/Data/INI/InGameUI.ini @@ -29,7 +29,7 @@ InGameUI ; MilitaryCaptionDelayMS = 750 ; Moved to Language.ini so localization can change for their longer strings SuperweaponCountdownPosition = X:0.90 Y:0.01 - SuperweaponCountdownFlashDuration = 500 ; in milliseconds, 0 to disable + SuperweaponCountdownFlashDuration = 500.0 ; in milliseconds, 0 to disable SuperweaponCountdownFlashColor = R:255 G:255 B:255 SuperweaponCountdownNormalFont = Arial @@ -42,7 +42,7 @@ InGameUI NamedTimerCountdownPosition = X:0.90 Y:0.666 - NamedTimerCountdownFlashDuration = 500 ; in milliseconds, 0 to disable + NamedTimerCountdownFlashDuration = 500.0 ; in milliseconds, 0 to disable NamedTimerCountdownFlashColor = R:255 G:255 B:255 NamedTimerCountdownNormalFont = Arial @@ -56,8 +56,8 @@ InGameUI NamedTimerCountdownReadyColor = R:255 G:255 B:255 FloatingTextTimeOut = 333 - FloatingTextMoveUpSpeed = 30 - FloatingTextVanishRate = 3 + FloatingTextMoveUpSpeed = 30.0 + FloatingTextVanishRate = 3.0 DrawRMBScrollAnchor = NO MoveRMBScrollAnchor = YES diff --git a/GeneralsZH/Data/INI/Locomotor.ini b/GeneralsZH/Data/INI/Locomotor.ini index 330200f..2d23c3d 100644 --- a/GeneralsZH/Data/INI/Locomotor.ini +++ b/GeneralsZH/Data/INI/Locomotor.ini @@ -5,14 +5,14 @@ Locomotor BasicHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -22,14 +22,14 @@ End Locomotor MissileDefenderLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -40,14 +40,14 @@ End ; basically the same as BasicHumanLocomotor, but roughly 25% faster Locomotor BasicHumanLocomotorPlus25 Surfaces = GROUND RUBBLE - Speed = 25 ; in dist/sec - SpeedDamaged = 12 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 125 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 12.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 125.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -57,14 +57,14 @@ End Locomotor FastHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 15 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 15.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -74,14 +74,14 @@ End Locomotor WorkerShoesLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 75 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 75.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -92,14 +92,14 @@ End Locomotor JarmenKellLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -109,14 +109,14 @@ End Locomotor SaboteurGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -126,14 +126,14 @@ End Locomotor SaboteurCliffLocomotor Surfaces = CLIFF - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = CLIMBER StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -142,14 +142,14 @@ End Locomotor BlackLotusLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -159,14 +159,14 @@ End Locomotor ColonelBurtonGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -176,14 +176,14 @@ End Locomotor ColonelBurtonCliffLocomotor Surfaces = CLIFF - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = CLIMBER StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -192,14 +192,14 @@ End Locomotor RedguardLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 15 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 15.0 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -209,14 +209,14 @@ End Locomotor ParadeRedguardLocomotor Surfaces = GROUND - Speed = 10 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal - TurnRate = 350 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 10.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal + TurnRate = 350.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -226,14 +226,14 @@ End ; Cinematic-only Locomotor CINE_ParadeRedguardLocomotor Surfaces = GROUND - Speed = 10 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal - TurnRate = 350 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 10.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal + TurnRate = 350.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -242,14 +242,14 @@ End Locomotor WanderHumanLocomotor Surfaces = GROUND - Speed = 10 ; 20 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 350 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 10.0 ; 20 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 350.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -266,14 +266,14 @@ End Locomotor PanicHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 350 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 350.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -287,14 +287,14 @@ End Locomotor HazMatHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 150 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 150.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -303,14 +303,14 @@ End Locomotor CINE_HazMatHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 10 ; in dist/sec - SpeedDamaged = 5 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 150 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 10.0 ; in dist/sec + SpeedDamaged = 5.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 150.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -329,21 +329,21 @@ End Locomotor POWTruckLocomotor Surfaces = GROUND - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 120 ; in dist/(sec^2) - AccelerationDamaged = 90 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 120.0 ; in dist/(sec^2) + AccelerationDamaged = 90.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 3 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 50 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 3.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 50.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.2 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -356,25 +356,25 @@ Locomotor POWTruckLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor 18WheelerLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -386,16 +386,16 @@ End Locomotor SCUDMissileLocomotor Surfaces = AIR - Speed = 200 ; in dist/sec - SpeedDamaged = 200 ; in dist/sec - MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 540 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 200.0 ; in dist/sec + SpeedDamaged = 200.0 ; in dist/sec + MinSpeed = 100.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 540.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST - PreferredHeight = 120 + PreferredHeight = 120.0 ; Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height End @@ -403,16 +403,16 @@ End Locomotor SCUDStormMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - SpeedDamaged = 200 ; in dist/sec - MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 540 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + SpeedDamaged = 200.0 ; in dist/sec + MinSpeed = 100.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 540.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST - PreferredHeight = 240 + PreferredHeight = 240.0 ; Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height ThrustRoll = 0.06 @@ -425,19 +425,19 @@ End Locomotor TomahawkLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -450,12 +450,12 @@ End Locomotor NuclearCannonShellLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 225 ; in degrees/sec - MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 225.0 ; in degrees/sec + MaxThrustAngle = 20.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST GroupMovementPriority = MOVES_BACK ; Moves at the back of a group, behind small arms, and rockets. @@ -464,12 +464,12 @@ End Locomotor SpectreHowitzerShellLocomotor Surfaces = AIR - Speed = 1111 ; in dist/sec - MinSpeed = 1111 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 9160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 99999 ; in degrees/sec - MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) + Speed = 1111.0 ; in dist/sec + MinSpeed = 1111.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 9160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 99999.0 ; in degrees/sec + MaxThrustAngle = 90.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST GroupMovementPriority = MOVES_BACK ; Moves at the back of a group, behind small arms, and rockets. @@ -478,19 +478,19 @@ End Locomotor CrusaderLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -503,19 +503,19 @@ End ; Cinematic-only Locomotor CINE_CrusaderLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -527,19 +527,19 @@ End Locomotor MilitiaTankLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 20 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 20 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -551,19 +551,19 @@ End Locomotor ScorpionLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 20 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 20 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -575,19 +575,19 @@ End Locomotor MarauderLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 20 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 20 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -599,82 +599,82 @@ End Locomotor BombTruckLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 2 ; 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 2 ; 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 2.0 ; 5 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 2.0 ; 5 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.3 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardAccelerationPitchFactor = 0 ; 0.5 ; How much acceleration will cause the front to lift, or dip for stops. + ForwardAccelerationPitchFactor = 0.0 ; 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor BattleBusLocomotor Surfaces = GROUND - Speed = 70 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 70.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 2 ; 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 2 ; 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 2.0 ; 5 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 2.0 ; 5 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.3 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardAccelerationPitchFactor = 0 ; 0.5 ; How much acceleration will cause the front to lift, or dip for stops. + ForwardAccelerationPitchFactor = 0.0 ; 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor ScudLauncherLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 50 ; in degrees/sec - TurnRateDamaged = 45 ; in degrees/sec - Acceleration = 160 ; in dist/(sec^2) - AccelerationDamaged = 120 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 50.0 ; in degrees/sec + TurnRateDamaged = 45.0 ; in degrees/sec + Acceleration = 160.0 ; in dist/(sec^2) + AccelerationDamaged = 120.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE ; Appearance = TREADS Appearance = FOUR_WHEELS TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -686,7 +686,7 @@ Locomotor ScudLauncherLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 35.0 ; How many degrees the front wheels can turn. GroupMovementPriority = MOVES_BACK ; Moves at the back of a group, behind small arms, and rockets. End @@ -694,19 +694,19 @@ End Locomotor BattleMasterLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -718,19 +718,19 @@ End Locomotor NuclearBattleMasterLocomotor Surfaces = GROUND - Speed = 35 ; 33% faster than normal - SpeedDamaged = 32 ; 33% faster than normal - TurnRate = 180 ; 120 ; 33% faster than normal - TurnRateDamaged = 180 ; 80 ; 33% faster than normal - Acceleration = 1000 ; 240 ; 33% faster than normal - AccelerationDamaged = 1000 ; 240 ; 33% faster than normal - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 35.0 ; 33% faster than normal + SpeedDamaged = 32.0 ; 33% faster than normal + TurnRate = 180.0 ; 120 ; 33% faster than normal + TurnRateDamaged = 180.0 ; 80 ; 33% faster than normal + Acceleration = 1000.0 ; 240 ; 33% faster than normal + AccelerationDamaged = 1000.0 ; 240 ; 33% faster than normal + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -742,19 +742,19 @@ End Locomotor OverlordLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 60 ; 25 ; in degrees/sec - TurnRateDamaged = 60 ; 20 ; in degrees/sec - Acceleration = 15 ; in dist/(sec^2) - AccelerationDamaged = 15 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 60.0 ; 25 ; in degrees/sec + TurnRateDamaged = 60.0 ; 20 ; in degrees/sec + Acceleration = 15.0 ; in dist/(sec^2) + AccelerationDamaged = 15.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 2.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 2.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -767,19 +767,19 @@ End ; Cinematic-only Locomotor CINE_OverlordLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 60 ; 25 ; in degrees/sec - TurnRateDamaged = 60 ; 20 ; in degrees/sec - Acceleration = 15 ; in dist/(sec^2) - AccelerationDamaged = 15 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 60.0 ; 25 ; in degrees/sec + TurnRateDamaged = 60.0 ; 20 ; in degrees/sec + Acceleration = 15.0 ; in dist/(sec^2) + AccelerationDamaged = 15.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 2.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 2.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -792,19 +792,19 @@ End Locomotor NuclearOverlordLocomotor Surfaces = GROUND - Speed = 30 ; 33% faster than normal - SpeedDamaged = 30 ; 33% faster than normal - TurnRate = 60 ; 32 ; 33% faster than normal - TurnRateDamaged = 60 ; 27 ; 33% faster than normal - Acceleration = 30 ; 33% faster than normal - AccelerationDamaged = 30 ; 33% faster than normal - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; 33% faster than normal + SpeedDamaged = 30.0 ; 33% faster than normal + TurnRate = 60.0 ; 32 ; 33% faster than normal + TurnRateDamaged = 60.0 ; 27 ; 33% faster than normal + Acceleration = 30.0 ; 33% faster than normal + AccelerationDamaged = 30.0 ; 33% faster than normal + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 2.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 2.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -816,19 +816,19 @@ End Locomotor DragonLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -841,19 +841,19 @@ End Locomotor BlimpLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.7 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -865,20 +865,20 @@ End Locomotor TroopCrawlerLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 120 ; 90 ; in degrees/sec - TurnRateDamaged = 120 ; 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 25 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 120.0 ; 90 ; in degrees/sec + TurnRateDamaged = 120.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 25.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -890,26 +890,26 @@ Locomotor TroopCrawlerLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 30 + FrontWheelTurnAngle = 30.0 ; How many degrees the front wheels can turn. End Locomotor InfernoLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 120 ; 90 ; in degrees/sec - TurnRateDamaged = 90 ; 60 ; in degrees/sec - Acceleration = 1000 ; 160 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 120.0 ; 90 ; in degrees/sec + TurnRateDamaged = 90.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 160 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -922,19 +922,19 @@ End ; Cinematic-only Locomotor CINE_InfernoLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 120 ; 90 ; in degrees/sec - TurnRateDamaged = 90 ; 60 ; in degrees/sec - Acceleration = 1000 ; 160 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 120 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 120.0 ; 90 ; in degrees/sec + TurnRateDamaged = 90.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 160 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 120 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -946,19 +946,19 @@ End Locomotor GattlingTankLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -970,19 +970,19 @@ End Locomotor BasicTankLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -994,21 +994,21 @@ End Locomotor BasicTruckLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 4 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 4.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.2 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1021,53 +1021,53 @@ End ; Cinematic-only Locomotor CINE_NukeTruckLocomotor Surfaces = GROUND - Speed = 35 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 55 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 35.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 55.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 4 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 4.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. - PitchDamping = 1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchDamping = 1.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.2 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor SupplyTruckLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 240 ; in dist/(sec^2) - AccelerationDamaged = 180 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 240.0 ; in dist/(sec^2) + AccelerationDamaged = 180.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 4 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 4.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1076,31 +1076,31 @@ Locomotor SupplyTruckLocomotor LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor CINE_U5_SupplyTruckLocomotor Surfaces = GROUND - Speed = 225 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 500 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 225.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 500.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1113,7 +1113,7 @@ Locomotor CINE_U5_SupplyTruckLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. @@ -1122,21 +1122,21 @@ End Locomotor BasicCarLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 6 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1148,21 +1148,21 @@ End Locomotor CINE_U05_BasicCarLocomotor Surfaces = GROUND - Speed = 300 ; in dist/sec - SpeedDamaged = 350 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 150 ; in dist/(sec^2) - Braking = 500 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 300.0 ; in dist/sec + SpeedDamaged = 350.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 150.0 ; in dist/(sec^2) + Braking = 500.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 6 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1175,21 +1175,21 @@ End Locomotor CINE_U05_BasicCarLocomotorShiek Surfaces = GROUND - Speed = 300 ; in dist/sec - SpeedDamaged = 350 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 150 ; in dist/(sec^2) - Braking = 500 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 300.0 ; in dist/sec + SpeedDamaged = 350.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 150.0 ; in dist/(sec^2) + Braking = 500.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 1 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 1.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 1.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1202,22 +1202,22 @@ End Locomotor CINE_U05_HumveeLocomotor Surfaces = GROUND - Speed = 300 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 500 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 300.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 500.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1230,29 +1230,29 @@ Locomotor CINE_U05_HumveeLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor CINE_U05_HumveeLocomotorXYZ Surfaces = GROUND - Speed = 300 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 500 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 300.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 500.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1265,7 +1265,7 @@ Locomotor CINE_U05_HumveeLocomotorXYZ CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -1273,21 +1273,21 @@ End Locomotor CINE_U05_HumveeLocomotor_BRAKE Surfaces = GROUND - Speed = 300 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 300.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.15 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.25 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1300,28 +1300,28 @@ Locomotor CINE_U05_HumveeLocomotor_BRAKE CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor BasicForkLiftLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 10 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 5 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 10.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 5.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 6 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1333,17 +1333,17 @@ End Locomotor BasicAmphibiousLocomotor Surfaces = GROUND WATER - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 20 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 20.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 4.0 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1362,17 +1362,17 @@ End Locomotor SpyDroneLocomtor Surfaces = GROUND WATER - Speed = 0 ; in dist/sec - SpeedDamaged = 0 ; in dist/sec - TurnRate = 0 ; in degrees/sec - TurnRateDamaged = 0 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 20 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 90 + Speed = 0.0 ; in dist/sec + SpeedDamaged = 0.0 ; in dist/sec + TurnRate = 0.0 ; in degrees/sec + TurnRateDamaged = 0.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 20.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 90.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1391,17 +1391,17 @@ End Locomotor BasicBoatLocomotor Surfaces = WATER - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 30 ; in degrees/sec - TurnRateDamaged = 30 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 20 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 30.0 ; in degrees/sec + TurnRateDamaged = 30.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 20.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 4.0 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -1419,14 +1419,14 @@ End Locomotor RailroadGuideLocomotor Surfaces = GROUND - Speed = 133 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 9 ; in dist/(sec^2) - AccelerationDamaged = 2 ; in dist/(sec^2) - Braking = 5 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 133.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 9.0 ; in dist/(sec^2) + AccelerationDamaged = 2.0 ; in dist/(sec^2) + Braking = 5.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = 0.0 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS @@ -1436,21 +1436,21 @@ End Locomotor WanderCarLocomotor Surfaces = GROUND - Speed = 45 ; in dist/sec - SpeedDamaged = 45 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 45.0 ; in dist/sec + SpeedDamaged = 45.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1462,21 +1462,21 @@ End Locomotor PanicCarLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 6 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1488,21 +1488,21 @@ End Locomotor BasicCarSuspensionLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 6 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1513,27 +1513,27 @@ Locomotor BasicCarSuspensionLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor WanderCarSuspensionLocomotor Surfaces = GROUND - Speed = 45 ; in dist/sec - SpeedDamaged = 45 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 45.0 ; in dist/sec + SpeedDamaged = 45.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1544,27 +1544,27 @@ Locomotor WanderCarSuspensionLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor PanicCarSuspensionLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 6 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1575,27 +1575,27 @@ Locomotor PanicCarSuspensionLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor RocketBuggyLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 80 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 80.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 200 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 200.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1607,28 +1607,28 @@ Locomotor RocketBuggyLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor CombatBikeGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 120 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 120.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = MOTORCYCLE UniformAxialDamping = 0.9 - AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 20.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.000 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1640,28 +1640,28 @@ Locomotor CombatBikeGroundLocomotor CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 1.0 ; How many degrees the front wheels can turn. End Locomotor CombatBikeCliffLocomotor Surfaces = CLIFF - Speed = 120 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 120.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = MOTORCYCLE UniformAxialDamping = 0.9 - AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 20.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.000 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1673,28 +1673,28 @@ Locomotor CombatBikeCliffLocomotor CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 1.0 ; How many degrees the front wheels can turn. End Locomotor CombatBikeTerroristGroundLocomotor ; 25% slower Surfaces = GROUND RUBBLE - Speed = 90 ; in dist/sec - SpeedDamaged = 68 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 68 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 68.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 68.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = MOTORCYCLE UniformAxialDamping = 0.9 - AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 20.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.000 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1706,28 +1706,28 @@ Locomotor CombatBikeTerroristGroundLocomotor ; 25% slower CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 1.0 ; How many degrees the front wheels can turn. End Locomotor CombatBikeTerroristCliffLocomotor Surfaces = CLIFF - Speed = 60 ; in dist/sec - SpeedDamaged = 45 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 50 ; in dist/(sec^2) - AccelerationDamaged = 40 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 60.0 ; in dist/sec + SpeedDamaged = 45.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 50.0 ; in dist/(sec^2) + AccelerationDamaged = 40.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = MOTORCYCLE UniformAxialDamping = 0.9 - AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 20.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.000 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1739,29 +1739,29 @@ Locomotor CombatBikeTerroristCliffLocomotor CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 1.0 ; How many degrees the front wheels can turn. End ; Cinematic-only Locomotor CINE_CombatBikeGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 120 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 120.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = MOTORCYCLE UniformAxialDamping = 0.9 - AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 20.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.000 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1773,29 +1773,29 @@ Locomotor CINE_CombatBikeGroundLocomotor CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 1.0 ; How many degrees the front wheels can turn. End ; Cinematic-only Locomotor CINE_CombatBikeCliffLocomotor Surfaces = CLIFF - Speed = 120 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 120.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = MOTORCYCLE UniformAxialDamping = 0.9 - AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 20.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.000 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1807,7 +1807,7 @@ Locomotor CINE_CombatBikeCliffLocomotor CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 1.0 ; How many degrees the front wheels can turn. End @@ -1815,21 +1815,21 @@ End ; Cinematic-only Locomotor CINE_RocketBuggyLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 80 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 80.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 200 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 200.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1841,28 +1841,28 @@ Locomotor CINE_RocketBuggyLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor HumveeLocomotor Surfaces = GROUND - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; 120 ; in degrees/sec - TurnRateDamaged = 180 ; 120 ; in degrees/sec - Acceleration = 1000 ; 60 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 60 ; in dist/(sec^2) - Braking = 1000 ; 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; 120 ; in degrees/sec + TurnRateDamaged = 180.0 ; 120 ; in degrees/sec + Acceleration = 1000.0 ; 60 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 60 ; in dist/(sec^2) + Braking = 1000.0 ; 60 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1875,29 +1875,29 @@ Locomotor HumveeLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor AvengerLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 180 ; 120 ; in degrees/sec - TurnRateDamaged = 180 ; 120 ; in degrees/sec - Acceleration = 1000 ; 60 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 60 ; in dist/(sec^2) - Braking = 1000 ; 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 180.0 ; 120 ; in degrees/sec + TurnRateDamaged = 180.0 ; 120 ; in degrees/sec + Acceleration = 1000.0 ; 60 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 60 ; in dist/(sec^2) + Braking = 1000.0 ; 60 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1910,7 +1910,7 @@ Locomotor AvengerLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -1918,22 +1918,22 @@ End ; Cinematic-only Locomotor CINE_USAHumveeLocomotor Surfaces = GROUND - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; 120 ; in degrees/sec - TurnRateDamaged = 180 ; 120 ; in degrees/sec - Acceleration = 1000 ; 60 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 60 ; in dist/(sec^2) - Braking = 1000 ; 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; 120 ; in degrees/sec + TurnRateDamaged = 180.0 ; 120 ; in degrees/sec + Acceleration = 1000.0 ; 60 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 60 ; in dist/(sec^2) + Braking = 1000.0 ; 60 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1946,7 +1946,7 @@ Locomotor CINE_USAHumveeLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -1954,21 +1954,21 @@ End ; Required For GLA02 INTRO Locomotor CINE_ConvoyTruckLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 4 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 4.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -1977,30 +1977,30 @@ Locomotor CINE_ConvoyTruckLocomotor LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor RadarVanLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 50 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 50.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 3 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 50 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 3.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 50.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.2 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2011,27 +2011,27 @@ Locomotor RadarVanLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -1.5 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor ToxinTruckLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; 50 ; in dist/(sec^2) - AccelerationDamaged = 100 ; 50 ; in dist/(sec^2) - Braking = 100 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; 50 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; 50 ; in dist/(sec^2) + Braking = 100.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 3 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 10 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 3.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 10.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.02 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2042,28 +2042,28 @@ Locomotor ToxinTruckLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor QuadCannonLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS ; TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 3 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 3.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.85 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2074,21 +2074,21 @@ Locomotor QuadCannonLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor TechnicalLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 80 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; 90 ; in dist/(sec^2) - AccelerationDamaged = 100 ; 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 80.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; 90 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; 80 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS @@ -2096,7 +2096,7 @@ Locomotor TechnicalLocomotor AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 100 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + BounceAmount = 100.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -2108,7 +2108,7 @@ Locomotor TechnicalLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success ; CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success @@ -2117,17 +2117,17 @@ End Locomotor ComancheLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 240 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 120.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 240.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -2146,17 +2146,17 @@ End Locomotor CINE_USA08_ComancheLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 240 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 75 + Speed = 120.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 240.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 75.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -2176,14 +2176,14 @@ End Locomotor BasicHelicopterTaxiLocomotor ; contrary to reality, helis need to be able to taxi (out of a hangar, at least) Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End @@ -2191,23 +2191,23 @@ End Locomotor A10ThunderboltLocomotor Surfaces = AIR - Speed = 120 ; 55 ; in dist/sec - SpeedDamaged = 120 ; 40 ; in dist/sec - MinSpeed = 45 ; in dist/sec - TurnRate = 200 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) - Acceleration = 80 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 70 ; in dist/sec - PreferredHeight = 150 + Speed = 120.0 ; 55 ; in dist/sec + SpeedDamaged = 120.0 ; 40 ; in dist/sec + MinSpeed = 45.0 ; in dist/sec + TurnRate = 200.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) + Acceleration = 80.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 70.0 ; in dist/sec + PreferredHeight = 150.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2215,7 +2215,7 @@ Locomotor A10ThunderboltLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2225,17 +2225,17 @@ End Locomotor ChinookLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 150.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -2244,7 +2244,7 @@ Locomotor ChinookLocomotor ; us to "slide into place" (rather than turning) when we get close to our destination. ; the magnitude is basically the number of msec it would take us to reach the dest ; at our max speed; if we're under this threshold, we just slide into place... - SlideIntoPlaceTime = 100 + SlideIntoPlaceTime = 100.0 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. @@ -2260,17 +2260,17 @@ End Locomotor ArrowLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 80 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 25 + Speed = 60.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 80.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 25.0 PreferredHeightDamping = 1.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT @@ -2289,18 +2289,18 @@ End Locomotor B52Locomotor Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 75 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 100 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 75.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2309,7 +2309,7 @@ Locomotor B52Locomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' @@ -2319,18 +2319,18 @@ End Locomotor CINE_U04_B52Locomotor_HIGH Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 125 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 25 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 120 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 500 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 125.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 25.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 120.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 500.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2339,7 +2339,7 @@ Locomotor CINE_U04_B52Locomotor_HIGH RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' @@ -2349,18 +2349,18 @@ End Locomotor CINE_U04_B52Locomotor_MEDIUM Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 125 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 25 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 120 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 400 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 125.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 25.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 120.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 400.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2369,7 +2369,7 @@ Locomotor CINE_U04_B52Locomotor_MEDIUM RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' @@ -2379,18 +2379,18 @@ End Locomotor CINE_U04_B52Locomotor_LOW Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 125 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 25 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 120 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 300 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 125.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 25.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 120.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 300.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2399,7 +2399,7 @@ Locomotor CINE_U04_B52Locomotor_LOW RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' @@ -2409,18 +2409,18 @@ End Locomotor SpectreGunshipOrbitLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 50 ; in degrees/sec - TurnRateDamaged = 50 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 90 ; in dist/(sec^2) - Lift = 180 ; in dist/(sec^2) - LiftDamaged = 180 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 130 + Speed = 120.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 50.0 ; in degrees/sec + TurnRateDamaged = 50.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 90.0 ; in dist/(sec^2) + Lift = 180.0 ; in dist/(sec^2) + LiftDamaged = 180.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 130.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2432,7 +2432,7 @@ Locomotor SpectreGunshipOrbitLocomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 2.0 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' @@ -2442,18 +2442,18 @@ End Locomotor SpectreGunshipTransitLocomotor Surfaces = AIR - Speed = 290 ; in dist/sec - SpeedDamaged = 200 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 50 ; in degrees/sec - TurnRateDamaged = 50 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 90 ; in dist/(sec^2) - Lift = 180 ; in dist/(sec^2) - LiftDamaged = 180 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 130 + Speed = 290.0 ; in dist/sec + SpeedDamaged = 200.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 50.0 ; in degrees/sec + TurnRateDamaged = 50.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 90.0 ; in dist/(sec^2) + Lift = 180.0 ; in dist/(sec^2) + LiftDamaged = 180.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 130.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2465,7 +2465,7 @@ Locomotor SpectreGunshipTransitLocomotor RollStiffness = 0.2 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 6.3 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' @@ -2475,18 +2475,18 @@ End Locomotor CINE_USA08_B52Locomotor Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 75 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 75 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 75.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 75.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2495,7 +2495,7 @@ Locomotor CINE_USA08_B52Locomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2505,22 +2505,22 @@ End Locomotor MIGLocomotor Surfaces = AIR - Speed = 160 - SpeedDamaged = 160 + Speed = 160.0 + SpeedDamaged = 160.0 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 - TurnRate = 120 - TurnRateDamaged = 90 - Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) - AccelerationDamaged = 30 - Lift = 120 - LiftDamaged = 80 - Braking = 10 - MinTurnSpeed = 150 - PreferredHeight = 100 + MinSpeed = 60.0 + TurnRate = 120.0 + TurnRateDamaged = 90.0 + Acceleration = 110.0 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) + AccelerationDamaged = 30.0 + Lift = 120.0 + LiftDamaged = 80.0 + Braking = 10.0 + MinTurnSpeed = 150.0 + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 + CirclingRadius = 100.0 Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2528,7 +2528,7 @@ Locomotor MIGLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2538,22 +2538,22 @@ End Locomotor CINE_CruiseMissile Surfaces = AIR - Speed = 300 - SpeedDamaged = 300 + Speed = 300.0 + SpeedDamaged = 300.0 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 300 - TurnRate = 300 - TurnRateDamaged = 300 - Acceleration = 300 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) - AccelerationDamaged = 30 - Lift = 120 - LiftDamaged = 80 - Braking = 10 - MinTurnSpeed = 300 - PreferredHeight = 200 + MinSpeed = 300.0 + TurnRate = 300.0 + TurnRateDamaged = 300.0 + Acceleration = 300.0 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) + AccelerationDamaged = 30.0 + Lift = 120.0 + LiftDamaged = 80.0 + Braking = 10.0 + MinTurnSpeed = 300.0 + PreferredHeight = 200.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 + CirclingRadius = 100.0 Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2561,7 +2561,7 @@ Locomotor CINE_CruiseMissile RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2571,18 +2571,18 @@ End Locomotor ParachuteLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 100 ; in dist/(sec^2) - LiftDamaged = 10 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 15 ; max speed we want to try to fall + Speed = 60.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 100.0 ; in dist/(sec^2) + LiftDamaged = 10.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 15.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -2591,27 +2591,27 @@ Locomotor ParachuteLocomotor PitchDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = YES - Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) + Extra2DFriction = 30.0 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) AirborneTargetingHeight = 30 - CloseEnoughDist = 50 + CloseEnoughDist = 50.0 CloseEnoughDist3D = YES ; This allows the parachute to fly over the target and come back End Locomotor CINE_U04_ParachuteLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 100 ; in dist/(sec^2) - LiftDamaged = 10 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 15 ; max speed we want to try to fall + Speed = 60.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 100.0 ; in dist/(sec^2) + LiftDamaged = 10.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 15.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -2620,27 +2620,27 @@ Locomotor CINE_U04_ParachuteLocomotor PitchDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = NO - Extra2DFriction = 0 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) + Extra2DFriction = 0.0 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) AirborneTargetingHeight = 30 - CloseEnoughDist = 200 + CloseEnoughDist = 200.0 CloseEnoughDist3D = YES ; This allows the parachute to fly over the target and come back End Locomotor CrateParachuteLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 100 ; in dist/(sec^2) - LiftDamaged = 10 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 15 ; max speed we want to try to fall + Speed = 60.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 100.0 ; in dist/(sec^2) + LiftDamaged = 10.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 15.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -2649,9 +2649,9 @@ Locomotor CrateParachuteLocomotor PitchDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = YES - Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) + Extra2DFriction = 30.0 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) AirborneTargetingHeight = 30 - CloseEnoughDist = 50 + CloseEnoughDist = 50.0 CloseEnoughDist3D = YES End @@ -2664,12 +2664,12 @@ End ; than you might think. (srj) Locomotor AuroraBombLocomotor Surfaces = AIR - Speed = 480 ; in dist/sec - MinSpeed = 240 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 960 ; in dist/(sec^2) - Braking = 960 ; in dist/(sec^2) - TurnRate = 960 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) + Speed = 480.0 ; in dist/sec + MinSpeed = 240.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 960.0 ; in dist/(sec^2) + Braking = 960.0 ; in dist/(sec^2) + TurnRate = 960.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -2677,25 +2677,25 @@ End Locomotor FreeFallLocomotor Surfaces = AIR - Speed = 0 ; in dist/sec - SpeedDamaged = 0 ; in dist/sec - TurnRate = 0 ; in degrees/sec - TurnRateDamaged = 0 ; in degrees/sec - Acceleration = 0 ; in dist/(sec^2) - AccelerationDamaged = 0 ; in dist/(sec^2) - Lift = 0 ; in dist/(sec^2) - LiftDamaged = 0 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 999999 ; max speed we want to try to fall + Speed = 0.0 ; in dist/sec + SpeedDamaged = 0.0 ; in dist/sec + TurnRate = 0.0 ; in degrees/sec + TurnRateDamaged = 0.0 ; in degrees/sec + Acceleration = 0.0 ; in dist/(sec^2) + AccelerationDamaged = 0.0 ; in dist/(sec^2) + Lift = 0.0 ; in dist/(sec^2) + LiftDamaged = 0.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 999999.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER - PitchStiffness = 0 ; stiffness of the "springs" in the suspension - forward & back. - RollStiffness = 0 ; stiffness of the "springs" in the suspension - side to side. - PitchDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - RollDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchStiffness = 0.0 ; stiffness of the "springs" in the suspension - forward & back. + RollStiffness = 0.0 ; stiffness of the "springs" in the suspension - side to side. + PitchDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + RollDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = NO AirborneTargetingHeight = 30 End @@ -2703,25 +2703,25 @@ End Locomotor CrateFreeFallLocomotor Surfaces = AIR - Speed = 0 ; in dist/sec - SpeedDamaged = 0 ; in dist/sec - TurnRate = 0 ; in degrees/sec - TurnRateDamaged = 0 ; in degrees/sec - Acceleration = 0 ; in dist/(sec^2) - AccelerationDamaged = 0 ; in dist/(sec^2) - Lift = 0 ; in dist/(sec^2) - LiftDamaged = 0 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 999999 ; max speed we want to try to fall + Speed = 0.0 ; in dist/sec + SpeedDamaged = 0.0 ; in dist/sec + TurnRate = 0.0 ; in degrees/sec + TurnRateDamaged = 0.0 ; in degrees/sec + Acceleration = 0.0 ; in dist/(sec^2) + AccelerationDamaged = 0.0 ; in dist/(sec^2) + Lift = 0.0 ; in dist/(sec^2) + LiftDamaged = 0.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 999999.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER - PitchStiffness = 0 ; stiffness of the "springs" in the suspension - forward & back. - RollStiffness = 0 ; stiffness of the "springs" in the suspension - side to side. - PitchDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - RollDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchStiffness = 0.0 ; stiffness of the "springs" in the suspension - forward & back. + RollStiffness = 0.0 ; stiffness of the "springs" in the suspension - side to side. + PitchDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + RollDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = NO AirborneTargetingHeight = 30 End @@ -2729,14 +2729,14 @@ End Locomotor AngryMobNexusLocomotor Surfaces = GROUND RUBBLE - Speed = 18 ; in dist/sec - SpeedDamaged = 18 ; 10 ; 30 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 18.0 ; in dist/sec + SpeedDamaged = 18.0 ; 10 ; 30 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2745,14 +2745,14 @@ End Locomotor AngryMobNormalLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2761,14 +2761,14 @@ End Locomotor AngryMobWanderLocomotor Surfaces = GROUND RUBBLE - Speed = 13 ; IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO THAT THE MOBSTER CAN LET THE OTHERS CATCH UP - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 13.0 ; IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO THAT THE MOBSTER CAN LET THE OTHERS CATCH UP + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2777,14 +2777,14 @@ End Locomotor AngryMobPanicLocomotor Surfaces = GROUND RUBBLE - Speed = 32 ; IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO THAT THE MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 32.0 ; IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO THAT THE MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -2795,18 +2795,18 @@ End Locomotor DroneLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - MinSpeed = 0 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 50 + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + MinSpeed = 0.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 50.0 AllowAirborneMotiveForce = YES ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER @@ -2823,18 +2823,18 @@ End Locomotor HellfireDroneLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - MinSpeed = 30 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 50 + Speed = 60.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + MinSpeed = 30.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 50.0 AllowAirborneMotiveForce = YES ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = WINGS @@ -2851,18 +2851,18 @@ End Locomotor BattleDroneLocomotor Surfaces = AIR - Speed = 40 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - MinSpeed = 0 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 15 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec - PreferredHeight = 50 + Speed = 40.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + MinSpeed = 0.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 15.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec + PreferredHeight = 50.0 AllowAirborneMotiveForce = YES ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER @@ -2884,18 +2884,18 @@ End Locomotor BattleDronePanicLocomotor Surfaces = AIR - Speed = 140 ; in dist/sec - SpeedDamaged = 140 ; in dist/sec - MinSpeed = 0 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 400 ; in degrees/sec - Acceleration = 600 ; in dist/(sec^2) - AccelerationDamaged = 400 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 4000 ; in dist/(sec^2) - MinTurnSpeed = 360 ; in dist/sec - PreferredHeight = 50 + Speed = 140.0 ; in dist/sec + SpeedDamaged = 140.0 ; in dist/sec + MinSpeed = 0.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 400.0 ; in degrees/sec + Acceleration = 600.0 ; in dist/(sec^2) + AccelerationDamaged = 400.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 4000.0 ; in dist/(sec^2) + MinTurnSpeed = 360.0 ; in dist/sec + PreferredHeight = 50.0 AllowAirborneMotiveForce = YES ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER @@ -2913,18 +2913,18 @@ End Locomotor BirdLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - MinSpeed = 35 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 100 + Speed = 60.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + MinSpeed = 35.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -2933,19 +2933,19 @@ Locomotor BirdLocomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End Locomotor WaterWaveLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - TurnRate = 20 ; in degrees/sec - Acceleration = 500 ; in dist/(sec^2) - Lift = 200 ; in dist/(sec^2) - Braking = 500 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 120.0 ; in dist/sec + TurnRate = 20.0 ; in degrees/sec + Acceleration = 500.0 ; in dist/(sec^2) + Lift = 200.0 ; in dist/(sec^2) + Braking = 500.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec PreferredHeight = 10.4 ZAxisBehavior = ABSOLUTE_HEIGHT AllowAirborneMotiveForce = YES @@ -2955,23 +2955,23 @@ End Locomotor AuroraJetLocomotor Surfaces = AIR - Speed = 180 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - ; MinSpeed = 120 ; in dist/sec + Speed = 180.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + ; MinSpeed = 120.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 180 ; in dist/(sec^2) - AccelerationDamaged = 120 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 120 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 180.0 ; in dist/(sec^2) + AccelerationDamaged = 120.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 120.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -2979,7 +2979,7 @@ Locomotor AuroraJetLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -2989,22 +2989,22 @@ End Locomotor AuroraJetSluggishLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - SpeedDamaged = 100 ; in dist/sec - MinSpeed = 100 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - ; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly - Braking = 90 ; not much braking, so we go supersonic->sluggish slowly - MinTurnSpeed = 60 ; in dist/sec - PreferredHeight = 100 + Speed = 150.0 ; in dist/sec + SpeedDamaged = 100.0 ; in dist/sec + MinSpeed = 100.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + ; Braking = 360.0 ; LOTS of braking, so we can slow from supersonic->sluggish quickly + Braking = 90.0 ; not much braking, so we go supersonic->sluggish slowly + MinTurnSpeed = 60.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -3012,7 +3012,7 @@ Locomotor AuroraJetSluggishLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3022,23 +3022,23 @@ End Locomotor AuroraJetSupersonicLocomotor Surfaces = AIR - Speed = 480 ; in dist/sec - SpeedDamaged = 240 ; in dist/sec - ; MinSpeed = 240 ; in dist/sec + Speed = 480.0 ; in dist/sec + SpeedDamaged = 240.0 ; in dist/sec + ; MinSpeed = 240.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 480 ; in dist/(sec^2) - AccelerationDamaged = 240 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 180 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 480.0 ; in dist/(sec^2) + AccelerationDamaged = 240.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 180.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -3046,7 +3046,7 @@ Locomotor AuroraJetSupersonicLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3056,24 +3056,24 @@ End Locomotor StealthJetLocomotor Surfaces = AIR - Speed = 175 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - ; MinSpeed = 120 ; in dist/sec + Speed = 175.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + ; MinSpeed = 120.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 150 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 150.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -3081,7 +3081,7 @@ Locomotor StealthJetLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3091,24 +3091,24 @@ End Locomotor RaptorJetLocomotor Surfaces = AIR - Speed = 175 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - ; MinSpeed = 80 ; in dist/sec + Speed = 175.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + ; MinSpeed = 80.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 120 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 150 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 120.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 150.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -3116,7 +3116,7 @@ Locomotor RaptorJetLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3126,14 +3126,14 @@ End Locomotor BasicJetTaxiLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 100 ; in dist/(sec^2) - Braking = 999999 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; in dist/(sec^2) + Braking = 999999.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End @@ -3141,14 +3141,14 @@ End Locomotor CINE_BasicJetTaxiLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 999999 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 999999.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End @@ -3156,12 +3156,12 @@ End Locomotor RocketBuggyMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3171,48 +3171,48 @@ End Locomotor TunnelDefenderMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 25.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End Locomotor TechnicalRPGMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 25.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End Locomotor MissileDefenderMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End Locomotor TankHunterMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 100 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 100.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3221,15 +3221,15 @@ End Locomotor TomahawkMissileLocomotor Surfaces = AIR - Speed = 200 ; in dist/sec - MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 540 ; in degrees/sec - MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) + Speed = 200.0 ; in dist/sec + MinSpeed = 100.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 540.0 ; in degrees/sec + MaxThrustAngle = 45.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST - PreferredHeight = 120 + PreferredHeight = 120.0 AirborneTargetingHeight = 30 ; Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height @@ -3238,12 +3238,12 @@ End Locomotor StingerMissileLocomotor Surfaces = AIR - Speed = 400 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 625 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) + Speed = 400.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 625.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST CloseEnoughDist3D = NO ; This allows the missile to fly over the target and come back @@ -3252,12 +3252,12 @@ End Locomotor ComancheAntiTankMissileLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 180 ; in degrees/sec - MaxThrustAngle = 50 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 180.0 ; in degrees/sec + MaxThrustAngle = 50.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3265,12 +3265,12 @@ End Locomotor ComancheRocketPodLocomotor Surfaces = AIR - Speed = 225 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 675 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 180 ; in degrees/sec - MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) + Speed = 225.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 675.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 180.0 ; in degrees/sec + MaxThrustAngle = 25.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3278,12 +3278,12 @@ End Locomotor ScorpionMissileLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 450 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 540 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) + Speed = 150.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 450.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 540.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3291,26 +3291,26 @@ End Locomotor PatriotMissileLocomotor Surfaces = AIR - Speed = 400 ; in dist/sec (silly if not faster than planes) - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 450 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 300 ; in degrees/sec - MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) + Speed = 400.0 ; in dist/sec (silly if not faster than planes) + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 450.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 300.0 ; in degrees/sec + MaxThrustAngle = 30.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST - CloseEnoughDist = 1 + CloseEnoughDist = 1.0 End Locomotor DragonTankFlameLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 5 ; in degrees/sec - MaxThrustAngle = 1 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 5.0 ; in degrees/sec + MaxThrustAngle = 1.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3318,12 +3318,12 @@ End Locomotor ToxinTruckStreamLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 225 ; in degrees/sec - MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 225.0 ; in degrees/sec + MaxThrustAngle = 20.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3331,12 +3331,12 @@ End Locomotor FasterToxinTruckStreamLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 355 ; in degrees/sec - MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 355.0 ; in degrees/sec + MaxThrustAngle = 30.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3344,12 +3344,12 @@ End Locomotor ToxinTruckDribbleLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 1 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 2160 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 900 ; in degrees/sec - MaxThrustAngle = 360 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 1.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 2160.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 900.0 ; in degrees/sec + MaxThrustAngle = 360.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3357,12 +3357,12 @@ End Locomotor AuroraJetMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 15.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3370,12 +3370,12 @@ End Locomotor A10ThunderboltMissileLocomotor Surfaces = AIR - Speed = 240 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) + Speed = 240.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 60.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3383,12 +3383,12 @@ End Locomotor RaptorJetMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 15.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3396,12 +3396,12 @@ End Locomotor StealthJetMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 15.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3409,18 +3409,18 @@ End Locomotor CountermeasureFlareLocomotor Surfaces = AIR - Speed = 60 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 100 ; in dist/(sec^2) - LiftDamaged = 10 ; in dist/(sec^2) - Braking = 200 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 8 ; max speed we want to try to fall + Speed = 60.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 100.0 ; in dist/(sec^2) + LiftDamaged = 10.0 ; in dist/(sec^2) + Braking = 200.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 8.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -3429,9 +3429,9 @@ Locomotor CountermeasureFlareLocomotor PitchDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.01 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = YES - Extra2DFriction = 100 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) + Extra2DFriction = 100.0 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) AirborneTargetingHeight = 30 - CloseEnoughDist = 50 + CloseEnoughDist = 50.0 CloseEnoughDist3D = YES ; This allows the parachute to fly over the target and come back End @@ -3439,12 +3439,12 @@ End Locomotor NapalmMissileLocomotor Surfaces = AIR - Speed = 300 ; in dist/sec - MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero min speeds!) - Acceleration = 900 ; in dist/(sec^2) - Braking = 0 ; in dist/(sec^2) - TurnRate = 200 ; in degrees/sec - MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) + Speed = 300.0 ; in dist/sec + MinSpeed = 120.0 ; in dist/sec. (THRUST items must have nonzero min speeds!) + Acceleration = 900.0 ; in dist/(sec^2) + Braking = 0.0 ; in dist/(sec^2) + TurnRate = 200.0 ; in degrees/sec + MaxThrustAngle = 15.0 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = YES Appearance = THRUST End @@ -3452,21 +3452,21 @@ End Locomotor LimoLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 6 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3478,14 +3478,14 @@ End Locomotor InchForwardLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; in dist/sec - MinSpeed = 25 - TurnRate = 1 ; in degrees/sec - TurnRateDamaged = 1 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 100 ; in dist/(sec^2) - Braking = 1 ; in dist/(sec^2) - PreferredHeight = 1 + Speed = 25.0 ; in dist/sec + MinSpeed = 25.0 + TurnRate = 1.0 ; in degrees/sec + TurnRateDamaged = 1.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; in dist/(sec^2) + Braking = 1.0 ; in dist/(sec^2) + PreferredHeight = 1.0 ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = HOVER StickToGround = YES @@ -3495,23 +3495,23 @@ End Locomotor ChinaArtilleryBarrageCannonLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - SpeedDamaged = 150 ; in dist/sec - MinSpeed = 150 ; in dist/sec - TurnRate = 200 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) - Acceleration = 80 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 70 ; in dist/sec - PreferredHeight = 500 + Speed = 150.0 ; in dist/sec + SpeedDamaged = 150.0 ; in dist/sec + MinSpeed = 150.0 ; in dist/sec + TurnRate = 200.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + MaxThrustAngle = 90.0 ; in degrees (NOT degrees/sec) + Acceleration = 80.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 70.0 ; in dist/sec + PreferredHeight = 500.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -3519,7 +3519,7 @@ Locomotor ChinaArtilleryBarrageCannonLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3529,20 +3529,20 @@ End Locomotor AmericaVehicleDozerLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 25 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 25.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3554,26 +3554,26 @@ Locomotor AmericaVehicleDozerLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 30 + FrontWheelTurnAngle = 30.0 ; How many degrees the front wheels can turn. End Locomotor ChinaVehicleDozerLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3585,19 +3585,19 @@ End Locomotor ChinaNukeCannonLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 18 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 18.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3609,19 +3609,19 @@ End Locomotor AvalancheLocomotor Surfaces = GROUND RUBBLE CLIFF WATER ; AIR - Speed = 45 ; in dist/sec - TurnRate = 360 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 45.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = TWO_LEGS DownhillOnly = YES - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 50 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 50.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.9 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3636,14 +3636,14 @@ End ; Cinematic-only Locomotor CINE_JarmenKellLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -3654,20 +3654,20 @@ End ; Cinematic-only Locomotor CINE_TroopCrawlerLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 120 ; 90 ; in degrees/sec - TurnRateDamaged = 120 ; 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 25 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 120.0 ; 90 ; in degrees/sec + TurnRateDamaged = 120.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 25.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3679,7 +3679,7 @@ Locomotor CINE_TroopCrawlerLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 30 + FrontWheelTurnAngle = 30.0 ; How many degrees the front wheels can turn. End @@ -3687,14 +3687,14 @@ End ; Cinematic-only Locomotor CINE_RedguardLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 15 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 150 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 15.0 ; 30 ; in dist/sec ; DEMO -- To alleviate skating appearance, wounded speed is same as normal + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 150.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -3705,19 +3705,19 @@ End ; Cinematic-only Locomotor CINE_BattleMasterLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3730,18 +3730,18 @@ End ; Cinematic-only Locomotor CINE_B52Locomotor Surfaces = AIR - Speed = 125 ; 100 ; in dist/sec - SpeedDamaged = 75 ; in dist/sec - MinSpeed = 60 ; in dist/sec - TurnRate = 25 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 20 ; in dist/(sec^2) - MinTurnSpeed = 10 ; in dist/sec - PreferredHeight = 100 + Speed = 125.0 ; 100 ; in dist/sec + SpeedDamaged = 75.0 ; in dist/sec + MinSpeed = 60.0 ; in dist/sec + TurnRate = 25.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 20.0 ; in dist/(sec^2) + MinTurnSpeed = 10.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS @@ -3750,7 +3750,7 @@ Locomotor CINE_B52Locomotor RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3761,14 +3761,14 @@ End ; Cinematic-only Locomotor CINE_BasicHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -3779,14 +3779,14 @@ End ; Cinematic-only Locomotor CINE_MissileDefenderLocomotor Surfaces = GROUND RUBBLE - Speed = 20 ; 30 ; in dist/sec - SpeedDamaged = 10 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; 30 ; in dist/sec + SpeedDamaged = 10.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -3797,21 +3797,21 @@ End ; Cinematic-only Locomotor CINE_TechnicalLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 80 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; 90 ; in dist/(sec^2) - AccelerationDamaged = 100 ; 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 80.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; 90 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; 80 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 100 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + BounceAmount = 100.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3823,7 +3823,7 @@ Locomotor CINE_TechnicalLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success ; CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success @@ -3833,17 +3833,17 @@ End ; Cinematic-only Locomotor CINE_ComancheLocomotor Surfaces = AIR - Speed = 120 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 240 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 120.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 240.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -3863,19 +3863,19 @@ End ; Cinematic-only Locomotor CINE_ScorpionLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 60 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 8 ; in dist/(sec^2) - AccelerationDamaged = 8 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 60.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 8.0 ; in dist/(sec^2) + AccelerationDamaged = 8.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3888,22 +3888,22 @@ End ; Cinematic-only Locomotor CINE_HumveeLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 10 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 10.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3916,7 +3916,7 @@ Locomotor CINE_HumveeLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -3924,22 +3924,22 @@ End ; Cinematic-only Locomotor CINE_MIGLocomotor Surfaces = AIR - Speed = 160 - SpeedDamaged = 160 + Speed = 160.0 + SpeedDamaged = 160.0 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 - TurnRate = 120 - TurnRateDamaged = 90 - Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) - AccelerationDamaged = 30 - Lift = 120 - LiftDamaged = 80 - Braking = 10 - MinTurnSpeed = 150 - PreferredHeight = 100 + MinSpeed = 60.0 + TurnRate = 120.0 + TurnRateDamaged = 90.0 + Acceleration = 110.0 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese Airfields. (srj) + AccelerationDamaged = 30.0 + Lift = 120.0 + LiftDamaged = 80.0 + Braking = 10.0 + MinTurnSpeed = 150.0 + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 + CirclingRadius = 100.0 Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -3947,7 +3947,7 @@ Locomotor CINE_MIGLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -3958,21 +3958,21 @@ End ; Cinematic-only Locomotor CINE_BasicCarLocomotor Surfaces = GROUND - Speed = 90 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 90.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 1 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 1.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 1.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -3985,14 +3985,14 @@ End ; Cinematic-only Locomotor CINE_ColonelBurtonGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -4003,14 +4003,14 @@ End ; Cinematic-only Locomotor CINE_ColonelBurtonCliffLocomotor Surfaces = CLIFF - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 360 ; in degrees/sec - TurnRateDamaged = 350 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 360.0 ; in degrees/sec + TurnRateDamaged = 350.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = CLIMBER StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -4020,21 +4020,21 @@ End ; Cinematic-only Locomotor CINE_QuadCannonLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 3 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 3.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.85 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4045,7 +4045,7 @@ Locomotor CINE_QuadCannonLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -4053,22 +4053,22 @@ End ; Cinematic-only Locomotor CINE_ScudLauncherLocomotor Surfaces = GROUND - Speed = 20 ; in dist/sec - SpeedDamaged = 15 ; in dist/sec - TurnRate = 50 ; in degrees/sec - TurnRateDamaged = 45 ; in degrees/sec - Acceleration = 160 ; in dist/(sec^2) - AccelerationDamaged = 120 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 20.0 ; in dist/sec + SpeedDamaged = 15.0 ; in dist/sec + TurnRate = 50.0 ; in degrees/sec + TurnRateDamaged = 45.0 ; in degrees/sec + Acceleration = 160.0 ; in dist/(sec^2) + AccelerationDamaged = 120.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE ; Appearance = TREADS Appearance = FOUR_WHEELS TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4080,7 +4080,7 @@ Locomotor CINE_ScudLauncherLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 35.0 ; How many degrees the front wheels can turn. GroupMovementPriority = MOVES_BACK ; Moves at the back of a group, behind small arms, and rockets. End @@ -4089,20 +4089,20 @@ End ; Cinematic-only Locomotor CINE_BombTruckLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 1000 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 300 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 1000.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 300 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4115,17 +4115,17 @@ End ; Cinematic-only Locomotor CINE_ChinookLocomotor Surfaces = AIR - Speed = 150 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 150.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -4134,7 +4134,7 @@ Locomotor CINE_ChinookLocomotor ; us to "slide into place" (rather than turning) when we get close to our destination. ; the magnitude is basically the number of msec it would take us to reach the dest ; at our max speed; if we're under this threshold, we just slide into place... - SlideIntoPlaceTime = 100 + SlideIntoPlaceTime = 100.0 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. @@ -4151,19 +4151,19 @@ End ; Cinematic-only Locomotor CINE_DragonLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4177,21 +4177,21 @@ End ; Cinematic-only Locomotor CINE_SupplyTruckLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 60 ; in degrees/sec - Acceleration = 240 ; in dist/(sec^2) - AccelerationDamaged = 180 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 15 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 60.0 ; in degrees/sec + Acceleration = 240.0 ; in dist/(sec^2) + AccelerationDamaged = 180.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 15.0 ; in dist/sec TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 4 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 4.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 4.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4200,9 +4200,9 @@ Locomotor CINE_SupplyTruckLocomotor LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. - MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. - MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + MaximumWheelExtension = 0.0 ; Maximum distance the wheels will drop on the model. + MaximumWheelCompression = 0.0 ; Maximum distance the wheel will move up into the chassis. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -4210,14 +4210,14 @@ End ; Cinematic-only Locomotor CINE_BlackLotusLocomotor Surfaces = GROUND RUBBLE - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -4228,24 +4228,24 @@ End ; Cinematic-only Locomotor CINE_StealthJetLocomotor Surfaces = AIR - Speed = 175 ; in dist/sec - SpeedDamaged = 120 ; in dist/sec - ; MinSpeed = 120 ; in dist/sec + Speed = 175.0 ; in dist/sec + SpeedDamaged = 120.0 ; in dist/sec + ; MinSpeed = 120.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 150 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 150 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 150.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 150.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. - ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) + CirclingRadius = 100.0 ; the radius at which we circle when we are trying to maintain position. + ; (pos == clockwise, neg == ccw, 0 == calc smallest possible radius given our speed, turning, etc.) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) @@ -4253,7 +4253,7 @@ Locomotor CINE_StealthJetLocomotor RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -4264,14 +4264,14 @@ End ; Cinematic-only Locomotor CINE_FastHumanLocomotor Surfaces = GROUND RUBBLE - Speed = 25 ; 30 ; in dist/sec - SpeedDamaged = 15 ; 30 ; in dist/sec - TurnRate = 500 ; in degrees/sec - TurnRateDamaged = 500 ; in degrees/sec - Acceleration = 100 ; in dist/(sec^2) - AccelerationDamaged = 50 ; in dist/(sec^2) - Braking = 100 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; 30 ; in dist/sec + SpeedDamaged = 15.0 ; 30 ; in dist/sec + TurnRate = 500.0 ; in degrees/sec + TurnRateDamaged = 500.0 ; in degrees/sec + Acceleration = 100.0 ; in dist/(sec^2) + AccelerationDamaged = 50.0 ; in dist/(sec^2) + Braking = 100.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = YES ; walking guys aren't allowed to catch huge (or even small) air. @@ -4282,21 +4282,21 @@ End ; Cinematic-only Locomotor CINE_ToxinTruckLocomotor Surfaces = GROUND - Speed = 30 ; in dist/sec - SpeedDamaged = 20 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 180 ; in degrees/sec - Acceleration = 100 ; 50 ; in dist/(sec^2) - AccelerationDamaged = 100 ; 50 ; in dist/(sec^2) - Braking = 100 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 30.0 ; in dist/sec + SpeedDamaged = 20.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 180.0 ; in degrees/sec + Acceleration = 100.0 ; 50 ; in dist/(sec^2) + AccelerationDamaged = 100.0 ; 50 ; in dist/(sec^2) + Braking = 100.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 3 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 10 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 3.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 3.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 10.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.02 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4307,7 +4307,7 @@ Locomotor CINE_ToxinTruckLocomotor HasSuspension = YES ; Calculate 4-wheel-independent suspension info. MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End @@ -4319,16 +4319,16 @@ Locomotor NapalmBombLocomotor TurnRateDamaged = 0.1 ; in degrees/sec Acceleration = 0.1 ; in dist/(sec^2) AccelerationDamaged = 0.1 ; in dist/(sec^2) - Braking = 1 ; in dist/(sec^2) - MinTurnSpeed = 1 ; in dist/sec - PreferredHeight = -1 ; nonzero, so we go as low as possible - SpeedLimitZ = 20 ; max speed we want to try to fall + Braking = 1.0 ; in dist/(sec^2) + MinTurnSpeed = 1.0 ; in dist/sec + PreferredHeight = -1.0 ; nonzero, so we go as low as possible + SpeedLimitZ = 20.0 ; max speed we want to try to fall AllowAirborneMotiveForce = YES Appearance = THRUST - PitchStiffness = 0 ; stiffness of the "springs" in the suspension - forward & back. - RollStiffness = 0 ; stiffness of the "springs" in the suspension - side to side. - PitchDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - RollDamping = 0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchStiffness = 0.0 ; stiffness of the "springs" in the suspension - forward & back. + RollStiffness = 0.0 ; stiffness of the "springs" in the suspension - side to side. + PitchDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + RollDamping = 0.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 End @@ -4336,17 +4336,17 @@ End Locomotor HelixLocomotor Surfaces = AIR - Speed = 75 ; in dist/sec - SpeedDamaged = 60 ; in dist/sec - TurnRate = 180 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 100 + Speed = 75.0 ; in dist/sec + SpeedDamaged = 60.0 ; in dist/sec + TurnRate = 180.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -4355,7 +4355,7 @@ Locomotor HelixLocomotor ; us to "slide into place" (rather than turning) when we get close to our destination. ; the magnitude is basically the number of msec it would take us to reach the dest ; at our max speed; if we're under this threshold, we just slide into place... - SlideIntoPlaceTime = 100 + SlideIntoPlaceTime = 100.0 PitchStiffness = 0.4 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension - side to side. @@ -4377,21 +4377,21 @@ End Locomotor SentryLocomotor Surfaces = GROUND - Speed = 60 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 180 ; 120 ; in degrees/sec - TurnRateDamaged = 180 ; 120 ; in degrees/sec - Acceleration = 60 ; in dist/(sec^2) - AccelerationDamaged = 60 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 60.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 180.0 ; 120 ; in degrees/sec + TurnRateDamaged = 180.0 ; 120 ; in degrees/sec + Acceleration = 60.0 ; in dist/(sec^2) + AccelerationDamaged = 60.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4405,30 +4405,30 @@ End Locomotor B3Locomotor Surfaces = AIR - Speed = 200 ; in dist/sec - SpeedDamaged = 180 ; in dist/sec - ; MinSpeed = 120 ; in dist/sec + Speed = 200.0 ; in dist/sec + SpeedDamaged = 180.0 ; in dist/sec + ; MinSpeed = 120.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 160 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 180 ; in dist/(sec^2) - AccelerationDamaged = 120 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 100 ; in dist/sec - PreferredHeight = 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 160.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 180.0 ; in dist/(sec^2) + AccelerationDamaged = 120.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 100.0 ; in dist/sec + PreferredHeight = 100.0 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - CirclingRadius = 150 ; the radius at which we circle when we are trying to maintain position. + CirclingRadius = 150.0 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -4445,19 +4445,19 @@ End Locomotor Tank_BattleMasterLocomotor Surfaces = GROUND - Speed = 29 ; in dist/sec - SpeedDamaged = 29 ; in dist/sec - TurnRate = 180 ; 90 ; in degrees/sec - TurnRateDamaged = 180 ; 60 ; in degrees/sec - Acceleration = 1000 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 1000 ; 180 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 29.0 ; in dist/sec + SpeedDamaged = 29.0 ; in dist/sec + TurnRate = 180.0 ; 90 ; in degrees/sec + TurnRateDamaged = 180.0 ; 60 ; in degrees/sec + Acceleration = 1000.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 1000.0 ; 180 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4470,19 +4470,19 @@ End Locomotor Tank_NuclearBattleMasterLocomotor Surfaces = GROUND - Speed = 35 ; 33% faster than normal - SpeedDamaged = 32 ; 33% faster than normal - TurnRate = 180 ; 120 ; 33% faster than normal - TurnRateDamaged = 180 ; 80 ; 33% faster than normal - Acceleration = 1000 ; 240 ; 33% faster than normal - AccelerationDamaged = 1000 ; 240 ; 33% faster than normal - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 35.0 ; 33% faster than normal + SpeedDamaged = 32.0 ; 33% faster than normal + TurnRate = 180.0 ; 120 ; 33% faster than normal + TurnRateDamaged = 180.0 ; 80 ; 33% faster than normal + Acceleration = 1000.0 ; 240 ; 33% faster than normal + AccelerationDamaged = 1000.0 ; 240 ; 33% faster than normal + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4494,19 +4494,19 @@ End Locomotor Tank_OverlordLocomotor Surfaces = GROUND - Speed = 25 ; in dist/sec - SpeedDamaged = 25 ; in dist/sec - TurnRate = 60 ; 25 ; in degrees/sec - TurnRateDamaged = 60 ; 20 ; in degrees/sec - Acceleration = 15 ; in dist/(sec^2) - AccelerationDamaged = 15 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 25.0 ; in dist/sec + SpeedDamaged = 25.0 ; in dist/sec + TurnRate = 60.0 ; 25 ; in degrees/sec + TurnRateDamaged = 60.0 ; 20 ; in degrees/sec + Acceleration = 15.0 ; in dist/(sec^2) + AccelerationDamaged = 15.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 2.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 2.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4518,20 +4518,20 @@ End Locomotor ListeningOutpostLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 30 ; in dist/sec - TurnRate = 90 ; 90 ; in degrees/sec - TurnRateDamaged = 90 ; 60 ; in degrees/sec - Acceleration = 20 ; in dist/(sec^2) ; make sure to keep these very small - AccelerationDamaged = 16 ; in dist/(sec^2) - Braking = 1000 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 25 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 30.0 ; in dist/sec + TurnRate = 90.0 ; 90 ; in degrees/sec + TurnRateDamaged = 90.0 ; 60 ; in degrees/sec + Acceleration = 20.0 ; in dist/(sec^2) ; make sure to keep these very small + AccelerationDamaged = 16.0 ; in dist/(sec^2) + Braking = 1000.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 25.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4543,7 +4543,7 @@ Locomotor ListeningOutpostLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 30 + FrontWheelTurnAngle = 30.0 ; How many degrees the front wheels can turn. End @@ -4557,19 +4557,19 @@ End Locomotor Nuke_FusionBattleMasterLocomotor Surfaces = GROUND - Speed = 45 - SpeedDamaged = 37 - TurnRate = 180 - TurnRateDamaged = 180 - Acceleration = 1000 - AccelerationDamaged = 1000 - Braking = 1000 - MinTurnSpeed = 0 + Speed = 45.0 + SpeedDamaged = 37.0 + TurnRate = 180.0 + TurnRateDamaged = 180.0 + Acceleration = 1000.0 + AccelerationDamaged = 1000.0 + Braking = 1000.0 + MinTurnSpeed = 0.0 ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -4581,19 +4581,19 @@ End Locomotor Nuke_FusionOverlordLocomotor Surfaces = GROUND - Speed = 40 - SpeedDamaged = 40 - TurnRate = 80 - TurnRateDamaged = 80 - Acceleration = 30 - AccelerationDamaged = 30 - Braking = 50 - MinTurnSpeed = 0 + Speed = 40.0 + SpeedDamaged = 40.0 + TurnRate = 80.0 + TurnRateDamaged = 80.0 + Acceleration = 30.0 + AccelerationDamaged = 30.0 + Braking = 50.0 + MinTurnSpeed = 0.0 ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 2.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 2.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. diff --git a/GeneralsZH/Data/INI/Object/AirforceGeneral.ini b/GeneralsZH/Data/INI/Object/AirforceGeneral.ini index f5e985f..0c95637 100644 --- a/GeneralsZH/Data/INI/Object/AirforceGeneral.ini +++ b/GeneralsZH/Data/INI/Object/AirforceGeneral.ini @@ -11,13 +11,13 @@ Object AirF_PointDefenseLaserBeam NumBeams = 5 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ; The total width of the beam InnerColor = R:255 G:0 B:180 A:120 ; The inside color of the laser (hot) - OuterBeamWidth = 10 ; The total width of the beam + OuterBeamWidth = 10.0 ; The total width of the beam OuterColor = R:100 G:0 B:100 A:100 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = -2500 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -2500.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 0 ; This value overlaps(+) or separates(-) the segments by ratio - TilingScalar = -3 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) + SegmentOverlapRatio = 0.0 ; This value overlaps(+) or separates(-) the segments by ratio + TilingScalar = -3.0 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. ; FadeLifetime = 0 ; Laser will fade and delete. @@ -61,8 +61,8 @@ Object AirF_AuroraBombGas Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 - AerodynamicFriction = 7 ; this is now friction-per-sec - ForwardFriction = 200 ; this is now friction-per-sec + AerodynamicFriction = 7.0 ; this is now friction-per-sec + ForwardFriction = 200.0 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 @@ -152,17 +152,17 @@ Object AirF_AuroraBomb Behavior = PhysicsBehavior ModuleTag_03 Mass = 75.0 - AerodynamicFriction = 2 ; this is now friction-per-sec - ForwardFriction = 2 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 2.0 ; this is now friction-per-sec + ForwardFriction = 2.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = NO FuelLifetime = 0 IgnitionDelay = 0 - InitialVelocity = 0 ; in dist/sec - DistanceToTravelBeforeTurning = 0 - DistanceToTargetBeforeDiving = 0 + InitialVelocity = 0.0 ; in dist/sec + DistanceToTravelBeforeTurning = 0.0 + DistanceToTargetBeforeDiving = 0.0 End Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. Behavior = CreateObjectDie ModuleTag_05 @@ -300,7 +300,7 @@ Object AirF_PatriotBinaryDataStream Draw = W3DLaserDraw ModuleTag_01 Texture = EXBinaryStream32.tga NumBeams = 1 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 - InnerBeamWidth = 4 ; The total width of the beam + InnerBeamWidth = 4.0 ; The total width of the beam InnerColor = R:0 G:255 B:0 A:180 ; The inside color of the laser (hot) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -0.25 ; Scrolls the texture offset this fast -- towards(-) away(+) @@ -469,7 +469,7 @@ Object AirF_AmericaJetSpectreGunship1 Side = AmericaAirForceGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = AirF_AmericaAirfield End @@ -562,14 +562,14 @@ Object AirF_AmericaJetSpectreGunship1 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon - RandomOffsetForHowitzer = 20 - TargetingReticleRadius = 25 + RandomOffsetForHowitzer = 20.0 + TargetingReticleRadius = 25.0 OrbitInsertionSlope = 0.7 ; steepness of orbit entry - GunshipOrbitRadius = 250 + GunshipOrbitRadius = 250.0 HowitzerFiringRate = 300 ; how long between each attempted shot of the howitzer HowitzerFollowLag = 400 ; 600 ; how long after the gattling gun acquires the target can the howitzer shoot the same target - StrafingIncrement = 20 ; how far apart is each shot of the gattling gun as it strafes - AttackAreaRadius = 200 + StrafingIncrement = 20.0 ; how far apart is each shot of the gattling gun as it strafes + AttackAreaRadius = 200.0 OrbitTime = 10000 ; LEVEL 1 (less than normal) AttackAreaDecal @@ -639,7 +639,7 @@ Object AirF_AmericaJetSpectreGunship1 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -790,7 +790,7 @@ Object AirF_AmericaJetSpectreGunship2 Side = AmericaAirForceGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = AirF_AmericaAirfield End @@ -883,14 +883,14 @@ Object AirF_AmericaJetSpectreGunship2 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon - RandomOffsetForHowitzer = 20 - TargetingReticleRadius = 25 + RandomOffsetForHowitzer = 20.0 + TargetingReticleRadius = 25.0 OrbitInsertionSlope = 0.7 ; steepness of orbit entry - GunshipOrbitRadius = 250 + GunshipOrbitRadius = 250.0 HowitzerFiringRate = 300 ; how long between each attempted shot of the howitzer HowitzerFollowLag = 400 ; 600 ; how long after the gattling gun acquires the target can the howitzer shoot the same target - StrafingIncrement = 20 ; how far apart is each shot of the gattling gun as it strafes - AttackAreaRadius = 200 + StrafingIncrement = 20.0 ; how far apart is each shot of the gattling gun as it strafes + AttackAreaRadius = 200.0 OrbitTime = 15000 ; LEVEL 2 (normal) AttackAreaDecal @@ -960,7 +960,7 @@ Object AirF_AmericaJetSpectreGunship2 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1111,7 +1111,7 @@ Object AirF_AmericaJetSpectreGunship3 Side = AmericaAirForceGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = AirF_AmericaAirfield End @@ -1201,14 +1201,14 @@ Object AirF_AmericaJetSpectreGunship3 SpecialPowerTemplate = AirF_SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon - RandomOffsetForHowitzer = 20 - TargetingReticleRadius = 25 + RandomOffsetForHowitzer = 20.0 + TargetingReticleRadius = 25.0 OrbitInsertionSlope = 0.7 ; steepness of orbit entry - GunshipOrbitRadius = 250 + GunshipOrbitRadius = 250.0 HowitzerFiringRate = 300 ; how long between each attempted shot of the howitzer HowitzerFollowLag = 400 ; 600 ; how long after the gattling gun acquires the target can the howitzer shoot the same target - StrafingIncrement = 20 ; how far apart is each shot of the gattling gun as it strafes - AttackAreaRadius = 200 + StrafingIncrement = 20.0 ; how far apart is each shot of the gattling gun as it strafes + AttackAreaRadius = 200.0 OrbitTime = 20000 ; LEVEL 3 (more than normal) AttackAreaDecal @@ -1278,7 +1278,7 @@ Object AirF_AmericaJetSpectreGunship3 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1312,7 +1312,7 @@ Object AirF_SpectreGunshipHowitzer Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -1331,8 +1331,8 @@ Object AirF_SpectreGunshipHowitzer Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = NO @@ -1506,10 +1506,10 @@ Object AirF_AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -1518,7 +1518,7 @@ Object AirF_AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -1530,7 +1530,7 @@ Object AirF_AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -1572,7 +1572,7 @@ Object AirF_AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1677,7 +1677,7 @@ Object AirF_AmericaJetAurora Side = AmericaAirForceGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AirF_AmericaAirfield Object = AirF_AmericaStrategyCenter @@ -1726,8 +1726,8 @@ Object AirF_AmericaJetAurora RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 - MaxHealth = 120 ; 80.0 - InitialHealth = 120 ; 80.0 + MaxHealth = 120.0 ; 80.0 + InitialHealth = 120.0 ; 80.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 @@ -1771,7 +1771,7 @@ Object AirF_AmericaJetAurora ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode AttackLocomotorType = SET_SUPERSONIC AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately @@ -1829,7 +1829,7 @@ Object AirF_AmericaJetAurora GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2018,7 +2018,7 @@ Object AirF_AmericaJetStealthFighter ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -2086,7 +2086,7 @@ Object AirF_AmericaJetStealthFighter GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2159,7 +2159,7 @@ Object AirF_AmericaVehicleComanche Side = AmericaAirForceGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AirF_AmericaAirfield End @@ -2202,7 +2202,7 @@ Object AirF_AmericaVehicleComanche DamageFX = NONE End BuildCost = 1200 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -2250,7 +2250,7 @@ Object AirF_AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -2261,8 +2261,8 @@ Object AirF_AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -2278,15 +2278,15 @@ Object AirF_AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -2301,7 +2301,7 @@ Object AirF_AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -2354,7 +2354,7 @@ Object AirF_AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2407,7 +2407,7 @@ Object AirF_AmericaJetA10Thunderbolt Side = AmericaAirForceGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = AirF_AmericaAirfield End @@ -2522,7 +2522,7 @@ Object AirF_AmericaJetA10Thunderbolt GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2684,10 +2684,10 @@ Object AirF_AmericaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 1000 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -2696,7 +2696,7 @@ Object AirF_AmericaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ; gs I added PARACHUTABLE as a catch-all to prevent making new KindOfs (like CRATE) @@ -2709,7 +2709,7 @@ Object AirF_AmericaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -2755,7 +2755,7 @@ Object AirF_AmericaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2802,7 +2802,7 @@ Object AirF_AmericaInfantryColonelBurton ; idle DefaultConditionState Model = AIHERO_SKN - IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 + IdleAnimation = AIHERO_SKL.AIHERO_STA 0.0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE @@ -2816,7 +2816,7 @@ Object AirF_AmericaInfantryColonelBurton ; injured idle ConditionState = REALLYDAMAGED - IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 + IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0.0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE @@ -2831,7 +2831,7 @@ Object AirF_AmericaInfantryColonelBurton ; moving ConditionState = MOVING - Animation = AIHERO_SKL.AIHERO_RNA 26 + Animation = AIHERO_SKL.AIHERO_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking @@ -2847,7 +2847,7 @@ Object AirF_AmericaInfantryColonelBurton ; injured moving ConditionState = MOVING REALLYDAMAGED - Animation = AIHERO_SKL.AIHERO_IRNA 26 + Animation = AIHERO_SKL.AIHERO_IRNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured @@ -3098,8 +3098,8 @@ Object AirF_AmericaInfantryColonelBurton DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 Prerequisites Object = AirF_AmericaBarracks Object = AirF_AmericaStrategyCenter @@ -3155,7 +3155,7 @@ Object AirF_AmericaInfantryColonelBurton Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -3258,10 +3258,10 @@ Object AirF_AmericaInfantryColonelBurton SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3300,8 +3300,8 @@ Object AirF_AmericaInfantryColonelBurton GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3337,7 +3337,7 @@ Object AirF_AmericaInfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -3350,7 +3350,7 @@ Object AirF_AmericaInfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -3383,25 +3383,25 @@ Object AirF_AmericaInfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_Move @@ -3483,19 +3483,19 @@ Object AirF_AmericaInfantryRanger TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 30 + Animation = AIRngr_SKL.AIRngr_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -3504,7 +3504,7 @@ Object AirF_AmericaInfantryRanger AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -3661,8 +3661,8 @@ Object AirF_AmericaInfantryRanger Armor = ChemSuitHumanArmor DamageFX = NONE End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AirF_AmericaBarracks End @@ -3719,7 +3719,7 @@ Object AirF_AmericaInfantryRanger Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -3766,10 +3766,10 @@ Object AirF_AmericaInfantryRanger SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3844,8 +3844,8 @@ Object AirF_AmericaInfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3882,7 +3882,7 @@ Object AirF_AmericaInfantryMissileDefender DefaultConditionState Model = NITHNT_SKN - IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 + IdleAnimation = NITHNT_SKL.NITHNT_STA 0.0 30 IdleAnimation = NITHNT_SKL.NITHNT_IDA IdleAnimation = NITHNT_SKL.NITHNT_IDB AnimationMode = ONCE @@ -3916,7 +3916,7 @@ Object AirF_AmericaInfantryMissileDefender AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = MOVING - Animation = NITHNT_SKL.NITHNT_RNA 20 + Animation = NITHNT_SKL.NITHNT_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -3925,7 +3925,7 @@ Object AirF_AmericaInfantryMissileDefender AliasConditionState = MOVING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NITHNT_SKL.NITHNT_ATA 10 + Animation = NITHNT_SKL.NITHNT_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -4012,8 +4012,8 @@ Object AirF_AmericaInfantryMissileDefender DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = AirF_AmericaBarracks @@ -4065,7 +4065,7 @@ Object AirF_AmericaInfantryMissileDefender Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -4123,10 +4123,10 @@ Object AirF_AmericaInfantryMissileDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -4168,8 +4168,8 @@ Object AirF_AmericaInfantryMissileDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4194,7 +4194,7 @@ Object AirF_AmericaInfantryPilot DefaultConditionState Model = AIRPlt_SKN - IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 + IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0.0 20 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA IdleAnimation = AIRPlt_SKL.AIRPlt_IDB AnimationMode = ONCE @@ -4283,8 +4283,8 @@ Object AirF_AmericaInfantryPilot DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -4328,14 +4328,14 @@ Object AirF_AmericaInfantryPilot Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End @@ -4376,10 +4376,10 @@ Object AirF_AmericaInfantryPilot SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -4421,8 +4421,8 @@ Object AirF_AmericaInfantryPilot GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4457,7 +4457,7 @@ Object AirF_AmericaInfantryPathfinder AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 25 + Animation = AIPFDR_SKL.AIPFDR_RNA 25.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -4558,8 +4558,8 @@ Object AirF_AmericaInfantryPathfinder DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = AirF_AmericaBarracks Science = SCIENCE_Pathfinder @@ -4611,7 +4611,7 @@ Object AirF_AmericaInfantryPathfinder Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -4638,7 +4638,7 @@ Object AirF_AmericaInfantryPathfinder FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -4669,10 +4669,10 @@ Object AirF_AmericaInfantryPathfinder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -4714,8 +4714,8 @@ Object AirF_AmericaInfantryPathfinder GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4764,7 +4764,7 @@ Object AirF_CountermeasureFlare End KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_03 - Mass = 5 + Mass = 5.0 End Behavior = AIUpdateInterface ModuleTag_04 ; @@ -4864,7 +4864,7 @@ Object AirF_AmericaParachute EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE @@ -4887,8 +4887,8 @@ Object AirF_AmericaParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 25.0 ; how far we have to fall till we open our chute AllowInsideKindOf = INFANTRY PARACHUTABLE @@ -4897,7 +4897,7 @@ Object AirF_AmericaParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -4946,7 +4946,7 @@ Object AirF_AmericaCrateParachute EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE @@ -4969,8 +4969,8 @@ Object AirF_AmericaCrateParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 12.5 ; how far we have to fall till we open our chute AllowInsideKindOf = PARACHUTABLE @@ -4979,7 +4979,7 @@ Object AirF_AmericaCrateParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -5028,7 +5028,7 @@ Object AirF_LargeParachute EditorSorting = SYSTEM TransportSlotCount = 10 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE @@ -5051,8 +5051,8 @@ Object AirF_LargeParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 25.0 ; how far we have to fall till we open our chute AllowInsideKindOf = INFANTRY VEHICLE PARACHUTABLE @@ -5061,7 +5061,7 @@ Object AirF_LargeParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -5202,8 +5202,8 @@ Object AirF_AmericaVehicleHumvee End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = AirF_AmericaWarFactory End @@ -5251,13 +5251,13 @@ Object AirF_AmericaVehicleHumvee ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -5367,7 +5367,7 @@ Object AirF_AmericaVehicleHumvee GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5425,8 +5425,8 @@ Object AirF_AmericaVehicleTomahawk TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1300 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 200 + VisionRange = 180.0 + ShroudClearingRange = 200.0 Prerequisites Object = AirF_AmericaWarFactory Object = AirF_AmericaStrategyCenter @@ -5477,16 +5477,16 @@ Object AirF_AmericaVehicleTomahawk ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 70 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 70.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -5582,7 +5582,7 @@ Object AirF_AmericaVehicleTomahawk GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5671,8 +5671,8 @@ Object AirF_AmericaVehicleMedic End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AirF_AmericaWarFactory End @@ -5715,9 +5715,9 @@ Object AirF_AmericaVehicleMedic ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = CleanupHazardUpdate ModuleTag_03 @@ -5736,11 +5736,11 @@ Object AirF_AmericaVehicleMedic Behavior = TransportAIUpdate ModuleTag_05 AutoAcquireEnemiesWhenIdle = NO ; CleanupHazardUpdate handles this... Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 25 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 25.0 ControlledWeaponSlots = PRIMARY End End @@ -5748,7 +5748,7 @@ Object AirF_AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 - HealthRegen%PerSec = 25 + HealthRegen%PerSec = 25.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES @@ -5945,8 +5945,8 @@ Object AirF_AmericaVehicleBattleDrone BuildCost = 200 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AirF_AmericaWarFactory End @@ -5974,9 +5974,9 @@ Object AirF_AmericaVehicleBattleDrone Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 - MinPhysicalPitch = -75 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 + MinPhysicalPitch = -75.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -6048,12 +6048,12 @@ Object AirF_AmericaVehicleBattleDrone End Geometry = CYLINDER - GeometryMajorRadius = 5 - GeometryMinorRadius = 5 + GeometryMajorRadius = 5.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6099,8 +6099,8 @@ Object AirF_AmericaVehicleScoutDrone End BuildCost = 100 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -6127,7 +6127,7 @@ Object AirF_AmericaVehicleScoutDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -6198,7 +6198,7 @@ Object AirF_AmericaVehicleScoutDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6240,8 +6240,8 @@ Object AirF_AmericaVehicleHellfireDrone End BuildCost = 500 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 500 + VisionRange = 100.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -6267,8 +6267,8 @@ Object AirF_AmericaVehicleHellfireDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 ; turn rate, in degrees/sec + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -6331,7 +6331,7 @@ Object AirF_AmericaVehicleHellfireDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6371,8 +6371,8 @@ Object AirF_AmericaVehicleSpyDrone Armor = AirplaneArmor DamageFX = SmallTankDamageFX End - VisionRange = 250 - ShroudClearingRange = 0 ; Dynamic range below + VisionRange = 250.0 + ShroudClearingRange = 0.0 ; Dynamic range below IsTrainable = NO ; *** AUDIO Parameters *** @@ -6464,7 +6464,7 @@ Object AirF_AmericaVehicleSpyDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6544,7 +6544,7 @@ Object AirF_AmericaVehicleDozer RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. ParticlesAttachedToAnimatedBones = YES @@ -6560,8 +6560,8 @@ Object AirF_AmericaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -6610,14 +6610,14 @@ Object AirF_AmericaVehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -6680,7 +6680,7 @@ Object AirF_AmericaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6701,9 +6701,9 @@ Object AirF_AmericaVehicleSentryDrone Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 10 + InitialRecoilSpeed = 10.0 MaxRecoilDistance = 1.5 - RecoilSettleSpeed = 3 + RecoilSettleSpeed = 3.0 OkToChangeModelColor = YES @@ -6770,8 +6770,8 @@ Object AirF_AmericaVehicleSentryDrone End BuildCost = 850 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 350 + VisionRange = 200.0 + ShroudClearingRange = 350.0 Prerequisites Object = AirF_AmericaWarFactory End @@ -6814,9 +6814,9 @@ Object AirF_AmericaVehicleSentryDrone ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = MaxHealthUpgrade ModuleTag_DroneArmorBonus @@ -6827,18 +6827,18 @@ Object AirF_AmericaVehicleSentryDrone Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 180 - TurretPitchRate = 180 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = NO RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = NO MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; STEALTHED ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 @@ -6897,7 +6897,7 @@ Object AirF_AmericaVehicleSentryDrone End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 225 ; Dustin, enable this for independent balancing! + DetectionRange = 225.0 ; Dustin, enable this for independent balancing! End ; Behavior = GrantUpgradeCreate ModuleTag_13 @@ -6911,7 +6911,7 @@ Object AirF_AmericaVehicleSentryDrone GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6952,7 +6952,7 @@ Object AirF_AmericaTankAvengerLaserTurret ; Separate turret object so it can att End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = AmericaAirForceGeneral @@ -6969,7 +6969,7 @@ Object AirF_AmericaTankAvengerLaserTurret ; Separate turret object so it can att Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End - VisionRange = 0 + VisionRange = 0.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -6987,10 +6987,10 @@ Object AirF_AmericaTankAvengerLaserTurret ; Separate turret object so it can att Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 + NaturalTurretPitch = 45.0 End AutoAcquireEnemiesWhenIdle = YES MoodAttackCheckRate = 500 ; default is 2000 @@ -7006,7 +7006,7 @@ Object AirF_AmericaTankAvengerLaserTurret ; Separate turret object so it can att GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -7084,8 +7084,8 @@ Object AirF_AmericaTankAvenger End BuildCost = 2000 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AirF_AmericaWarFactory Object = AirF_AmericaStrategyCenter @@ -7128,9 +7128,9 @@ Object AirF_AmericaTankAvenger ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -7261,7 +7261,7 @@ Object AirF_AmericaTankAvenger GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -7337,8 +7337,8 @@ Object AirF_AmericaTankMicrowave BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = AirF_AmericaWarFactory Object = AirF_AmericaStrategyCenter @@ -7371,14 +7371,14 @@ Object AirF_AmericaTankMicrowave KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 960 + SubdualDamageCap = 960.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -7481,7 +7481,7 @@ Object AirF_AmericaTankMicrowave GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -7845,7 +7845,7 @@ Object AirF_AmericaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 Draw = W3DModelDraw ModuleTag_03 @@ -8490,7 +8490,7 @@ Object AirF_AmericaCommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -8501,7 +8501,7 @@ Object AirF_AmericaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = AirF_AmericaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -8527,9 +8527,9 @@ Object AirF_AmericaCommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -8548,7 +8548,7 @@ Object AirF_AmericaCommandCenter ConstructionCompleteDuration = 1500 ; in milliseconds End Behavior = RadarUpdate ModuleTag_12 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X:-18.0 Y:35.0 Z:0.0 @@ -8663,7 +8663,7 @@ Object AirF_AmericaCommandCenter SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship3 GunshipTemplateName = AirF_AmericaJetSpectreGunship3 - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -8671,7 +8671,7 @@ Object AirF_AmericaCommandCenter SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship2 GunshipTemplateName = AirF_AmericaJetSpectreGunship2 - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -8679,7 +8679,7 @@ Object AirF_AmericaCommandCenter SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship1 GunshipTemplateName = AirF_AmericaJetSpectreGunship1 - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -8704,7 +8704,7 @@ Object AirF_AmericaCommandCenter GeometryMinorRadius = 70.0 GeometryHeight = 49.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -9662,7 +9662,7 @@ Object AirF_AmericaPowerPlant - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ColdFusionReactor @@ -9676,7 +9676,7 @@ Object AirF_AmericaPowerPlant EnergyProduction = 5 EnergyBonus = 5 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9703,9 +9703,9 @@ Object AirF_AmericaPowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PowerPlantUpgrade ModuleTag_07 @@ -10490,7 +10490,7 @@ Object AirF_AmericaParticleCannonUplink End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ParticleCannon @@ -10503,10 +10503,10 @@ Object AirF_AmericaParticleCannonUplink BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -10536,9 +10536,9 @@ Object AirF_AmericaParticleCannonUplink ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = BaseRegenerateUpdate ModuleTag_07 ; @@ -10564,7 +10564,7 @@ Object AirF_AmericaParticleCannonUplink ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 10000 ; The total ground contact time of the beam - DamagePerSecond = 400 ; The amount of damage inflicted per second + DamagePerSecond = 400.0 ; The amount of damage inflicted per second TotalDamagePulses = 40 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -10618,8 +10618,8 @@ Object AirF_AmericaParticleCannonUplink SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 40.0 DoubleClickToFastDriveDelay = 500 ; ***SOUNDS!**** @@ -11804,7 +11804,7 @@ Object AirF_AmericaStrategyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StrategyCenter @@ -11821,7 +11821,7 @@ Object AirF_AmericaStrategyCenter MaxSimultaneousOfType = 1 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 WeaponSet Conditions = NONE Weapon = PRIMARY StrategyCenterGun @@ -11858,9 +11858,9 @@ Object AirF_AmericaStrategyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_11 ; @@ -11921,19 +11921,19 @@ Object AirF_AmericaStrategyCenter Behavior = AIUpdateInterface ModuleTag_15 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger - NaturalTurretAngle = -90 ; this turret points backwards normally + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger + NaturalTurretAngle = -90.0 ; this turret points backwards normally - FirePitch = 45 ; Instead of aiming pitch-wise at the target, it will aim here + FirePitch = 45.0 ; Instead of aiming pitch-wise at the target, it will aim here MinIdleScanInterval = 500 ; in milliseconds MaxIdleScanInterval = 1000 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS End @@ -11941,7 +11941,7 @@ Object AirF_AmericaStrategyCenter Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) InitiallyDisabled = YES ; will only be active when the Search & Destroy plan is active. - DetectionRange = 500 ; Dustin, enable this for independent balancing! + DetectionRange = 500.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -13097,7 +13097,7 @@ Object AirF_AmericaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -13111,7 +13111,7 @@ Object AirF_AmericaAirfield EnergyProduction = -1 CommandSet = AirF_AmericaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13137,17 +13137,17 @@ Object AirF_AmericaAirfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2700 + SubdualDamageCap = 2700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_11 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 End Behavior = ProductionUpdate ModuleTag_12 @@ -13195,7 +13195,7 @@ Object AirF_AmericaAirfield GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -13910,7 +13910,7 @@ Object AirF_AmericaSupplyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -13927,7 +13927,7 @@ Object AirF_AmericaSupplyCenter EnergyProduction = -1 CommandSet = AirF_AmericaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13953,9 +13953,9 @@ Object AirF_AmericaSupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -14464,7 +14464,7 @@ Object AirF_AmericaSupplyDropZone Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:AmericaSupplyDropZone @@ -14476,7 +14476,7 @@ Object AirF_AmericaSupplyDropZone Object = AirF_AmericaStrategyCenter End EnergyProduction = -4 - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -14505,9 +14505,9 @@ Object AirF_AmericaSupplyDropZone ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet @@ -14568,7 +14568,7 @@ Object AirF_AmericaBarracks ; *** ART Parameters *** SelectPortrait = SABarracks_L ButtonImage = SABarracks - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; Main Barracks model Draw = W3DModelDraw ModuleTag_01 @@ -15119,7 +15119,7 @@ Object AirF_AmericaBarracks EnergyProduction = 0 CommandSet = AirF_AmericaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -15149,9 +15149,9 @@ Object AirF_AmericaBarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 ContainMax = 10 ; way bigger than the # of objects we can have @@ -15205,7 +15205,7 @@ Object AirF_AmericaBarracks GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -16086,7 +16086,7 @@ Object AirF_AmericaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -16101,7 +16101,7 @@ Object AirF_AmericaWarFactory EnergyProduction = -1 CommandSet = AirF_AmericaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -16127,9 +16127,9 @@ Object AirF_AmericaWarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_10 NumDoorAnimations = 1 @@ -16143,7 +16143,7 @@ Object AirF_AmericaWarFactory NaturalRallyPoint = X:53.0 Y:-30.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End Behavior = BaseRegenerateUpdate ModuleTag_13 @@ -16194,7 +16194,7 @@ Object AirF_AmericaWarFactory GeometryMinorRadius = 60.0 GeometryHeight = 40.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -16547,7 +16547,7 @@ Object AirF_AmericaPatriotBattery End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PatriotBattery @@ -16573,7 +16573,7 @@ Object AirF_AmericaPatriotBattery ShareWeaponReloadTime = YES End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = BaseDefenseArmor @@ -16611,14 +16611,14 @@ Object AirF_AmericaPatriotBattery ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -16628,17 +16628,17 @@ Object AirF_AmericaPatriotBattery End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 45.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -16707,7 +16707,7 @@ Object AirF_PatriotMissile DisplayName = OBJECT:PatriotMissile EditorSorting = VEHICLE VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE @@ -16720,9 +16720,9 @@ Object AirF_PatriotMissile MaxHealth = 100.0 InitialHealth = 100.0 - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -16745,15 +16745,15 @@ Object AirF_PatriotMissile Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 50 ; in dist/sec + InitialVelocity = 50.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 5 - DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. + DistanceToTravelBeforeTurning = 5.0 + DistanceToTargetForLock = 100.0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor Geometry = SPHERE @@ -17092,7 +17092,7 @@ Object AirF_AmericaFireBase Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 @@ -17111,7 +17111,7 @@ Object AirF_AmericaFireBase Weapon = PRIMARY FireBaseHowitzerGun End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = FireBaseArmor @@ -17146,9 +17146,9 @@ Object AirF_AmericaFireBase ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 ; **Be careful with these damage types -- because area damage types will already ; **damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ; +SMALL_ARMS +POISON +RADIATION +SURRENDER @@ -17161,17 +17161,17 @@ Object AirF_AmericaFireBase End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES - NaturalTurretPitch = 1 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 1.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -17322,7 +17322,7 @@ Object AFG_AmericaVehicleChinook Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 950 BuildTime = 10.0 ; in seconds Prerequisites @@ -17379,7 +17379,7 @@ Object AFG_AmericaVehicleChinook MaxBoxes = 8 SupplyCenterActionDelay = 2900 ; 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1200 ; 1250 ; 875 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another @@ -17389,12 +17389,12 @@ Object AFG_AmericaVehicleChinook PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 - RopeWobbleLen = 10 + RopeWobbleLen = 10.0 RopeWobbleAmplitude = 0.25 - RopeWobbleRate = 180 - RopeFinalHeight = 10 ; stop this far above ground - RappelSpeed = 30 - MinDropHeight = 40 ; if dropping into a tall building, go at least this far above it + RopeWobbleRate = 180.0 + RopeFinalHeight = 10.0 ; stop this far above ground + RappelSpeed = 30.0 + MinDropHeight = 40.0 ; if dropping into a tall building, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when Supply Lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor @@ -17416,15 +17416,15 @@ Object AFG_AmericaVehicleChinook SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -17435,7 +17435,7 @@ Object AFG_AmericaVehicleChinook OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = ChinookRubbleHull End @@ -17459,7 +17459,7 @@ Object AFG_AmericaVehicleChinook GeometryHeight = 12.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17558,7 +17558,7 @@ Object AirF_AmericaVehicleChinook Side = AmericaAirForceGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1200 BuildTime = 25.0 ; in seconds Prerequisites @@ -17628,7 +17628,7 @@ Object AirF_AmericaVehicleChinook MaxBoxes = 8 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another @@ -17638,12 +17638,12 @@ Object AirF_AmericaVehicleChinook PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 - RopeWobbleLen = 10 + RopeWobbleLen = 10.0 RopeWobbleAmplitude = 0.25 - RopeWobbleRate = 180 - RopeFinalHeight = 10 ; stop this far above ground - RappelSpeed = 30 - MinDropHeight = 40 ; if dropping into a tall building, go at least this far above it + RopeWobbleRate = 180.0 + RopeFinalHeight = 10.0 ; stop this far above ground + RappelSpeed = 30.0 + MinDropHeight = 40.0 ; if dropping into a tall building, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when Supply Lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor @@ -17669,15 +17669,15 @@ Object AirF_AmericaVehicleChinook SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -17688,7 +17688,7 @@ Object AirF_AmericaVehicleChinook OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = ChinookRubbleHull End @@ -17712,7 +17712,7 @@ Object AirF_AmericaVehicleChinook GeometryHeight = 12.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17813,7 +17813,7 @@ Object AirF_AmericaJetRaptor Side = AmericaAirForceGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = AirF_AmericaAirfield End @@ -17829,7 +17829,7 @@ Object AirF_AmericaJetRaptor End BuildCost = 1100 - BuildTime = 20 + BuildTime = 20.0 ExperienceValue = 75 75 125 175 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -17910,8 +17910,8 @@ Object AirF_AmericaJetRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -17931,7 +17931,7 @@ Object AirF_AmericaJetRaptor End Behavior = StealthDetectorUpdate ModuleTag_24 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - ; DetectionRange = 250 ; Dustin, enable this for independent balancing! + ; DetectionRange = 250.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -17971,7 +17971,7 @@ Object AirF_AmericaJetRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18143,10 +18143,10 @@ Object AirF_AmericaJetB3 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B3Locomotor @@ -18155,7 +18155,7 @@ Object AirF_AmericaJetB3 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -18167,7 +18167,7 @@ Object AirF_AmericaJetB3 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -18217,7 +18217,7 @@ Object AirF_AmericaJetB3 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/AmericaAir.ini b/GeneralsZH/Data/INI/Object/AmericaAir.ini index bff7236..2b0b742 100644 --- a/GeneralsZH/Data/INI/Object/AmericaAir.ini +++ b/GeneralsZH/Data/INI/Object/AmericaAir.ini @@ -145,7 +145,7 @@ Object AmericaJetSpectreGunship Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaAirfield End @@ -236,14 +236,14 @@ Object AmericaJetSpectreGunship SpecialPowerTemplate = SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon - RandomOffsetForHowitzer = 20 - TargetingReticleRadius = 25 + RandomOffsetForHowitzer = 20.0 + TargetingReticleRadius = 25.0 OrbitInsertionSlope = 0.7 ; steepness of orbit entry - GunshipOrbitRadius = 250 + GunshipOrbitRadius = 250.0 HowitzerFiringRate = 300 ; how long between each attempted shot of the howitzer HowitzerFollowLag = 400 ; 600 ; how long after the gattling gun acquires the target can the howitzer shoot the same target - StrafingIncrement = 20 ; how far apart is each shot of the gattling gun as it strafes - AttackAreaRadius = 200 + StrafingIncrement = 20.0 ; how far apart is each shot of the gattling gun as it strafes + AttackAreaRadius = 200.0 OrbitTime = 15000 ; 20000 ; 32000 ; thirty-two seconds AttackAreaDecal @@ -314,7 +314,7 @@ Object AmericaJetSpectreGunship GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -350,7 +350,7 @@ Object SpectreGunshipGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -369,8 +369,8 @@ Object SpectreGunshipGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 160 ; turn rate, in degrees/sec - TurretPitchRate = 160 + TurretTurnRate = 160.0 ; turn rate, in degrees/sec + TurretPitchRate = 160.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = NO @@ -420,7 +420,7 @@ Object SpectreGunshipHowitzer Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -439,8 +439,8 @@ Object SpectreGunshipHowitzer Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = NO @@ -569,7 +569,7 @@ Object AmericaJetRaptor Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaAirfield End @@ -591,7 +591,7 @@ Object AmericaJetRaptor BuildCost = 1400 - BuildTime = 20 + BuildTime = 20.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -691,8 +691,8 @@ Object AmericaJetRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -711,7 +711,7 @@ Object AmericaJetRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -812,7 +812,7 @@ Object AmericaJetAircraftCarrierRaptor Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 WeaponSet Conditions = NONE @@ -831,7 +831,7 @@ Object AmericaJetAircraftCarrierRaptor BuildCost = 0 - BuildTime = 4 + BuildTime = 4.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -931,8 +931,8 @@ Object AmericaJetAircraftCarrierRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo AutoAcquireEnemiesWhenIdle = YES ATTACK_BUILDINGS End @@ -952,7 +952,7 @@ Object AmericaJetAircraftCarrierRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1110,10 +1110,10 @@ Object AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -1122,7 +1122,7 @@ Object AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -1134,7 +1134,7 @@ Object AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -1176,7 +1176,7 @@ Object AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1281,7 +1281,7 @@ Object AmericaJetAurora Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield Object = AmericaStrategyCenter @@ -1375,7 +1375,7 @@ Object AmericaJetAurora ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode AttackLocomotorType = SET_SUPERSONIC AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately @@ -1425,7 +1425,7 @@ Object AmericaJetAurora GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1615,7 +1615,7 @@ Object AmericaJetStealthFighter ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -1675,7 +1675,7 @@ Object AmericaJetStealthFighter GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1748,7 +1748,7 @@ Object AmericaVehicleComanche Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield End @@ -1791,7 +1791,7 @@ Object AmericaVehicleComanche DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -1839,7 +1839,7 @@ Object AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -1850,8 +1850,8 @@ Object AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -1867,15 +1867,15 @@ Object AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -1890,7 +1890,7 @@ Object AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -1930,7 +1930,7 @@ Object AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1983,7 +1983,7 @@ Object AmericaJetA10Thunderbolt Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaAirfield End @@ -2098,7 +2098,7 @@ Object AmericaJetA10Thunderbolt GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2199,7 +2199,7 @@ Object AmericaVehicleChinook Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1200 BuildTime = 10.0 ; in seconds Prerequisites @@ -2256,7 +2256,7 @@ Object AmericaVehicleChinook MaxBoxes = 8 SupplyCenterActionDelay = 2900 ; 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1200 ; 1250 ; 875 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another @@ -2266,12 +2266,12 @@ Object AmericaVehicleChinook PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 - RopeWobbleLen = 10 + RopeWobbleLen = 10.0 RopeWobbleAmplitude = 0.25 - RopeWobbleRate = 180 - RopeFinalHeight = 10 ; stop this far above ground - RappelSpeed = 30 - MinDropHeight = 40 ; if dropping into a tall building, go at least this far above it + RopeWobbleRate = 180.0 + RopeFinalHeight = 10.0 ; stop this far above ground + RappelSpeed = 30.0 + MinDropHeight = 40.0 ; if dropping into a tall building, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when Supply Lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor @@ -2293,15 +2293,15 @@ Object AmericaVehicleChinook SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -2312,7 +2312,7 @@ Object AmericaVehicleChinook OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = ChinookRubbleHull End @@ -2328,7 +2328,7 @@ Object AmericaVehicleChinook GeometryHeight = 12.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2493,10 +2493,10 @@ Object AmericaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 1000 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -2505,7 +2505,7 @@ Object AmericaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ; gs I added PARACHUTABLE as a catch-all to prevent making new KindOfs (like CRATE) @@ -2518,7 +2518,7 @@ Object AmericaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -2564,5 +2564,5 @@ Object AmericaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/AmericaCINEUnit.ini b/GeneralsZH/Data/INI/Object/AmericaCINEUnit.ini index e3c560b..0fb7584 100644 --- a/GeneralsZH/Data/INI/Object/AmericaCINEUnit.ini +++ b/GeneralsZH/Data/INI/Object/AmericaCINEUnit.ini @@ -147,10 +147,10 @@ Object CINE_USA08_AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL CINE_USA08_B52Locomotor @@ -159,7 +159,7 @@ Object CINE_USA08_AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -171,7 +171,7 @@ Object CINE_USA08_AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -194,7 +194,7 @@ Object CINE_USA08_AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -266,7 +266,7 @@ Object CINE_U06_CruiseMissileFLY ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 1000000 ; if idle for this long, return to base, even if not out of ammo End @@ -295,7 +295,7 @@ Object CINE_U06_CruiseMissileFLY Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -344,7 +344,7 @@ Object CINE_U06_CruiseMissileAttack InitialHealth = 1.0 End Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End @@ -433,7 +433,7 @@ Object CINE_U06_BBus End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -500,7 +500,7 @@ Object CINE_U06_SatPhoto01 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED @@ -544,7 +544,7 @@ Object CINE_U06_SatPhoto02 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED @@ -588,7 +588,7 @@ Object CINE_U06_SatPhoto03 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED @@ -689,7 +689,7 @@ Object CINE_Sattelite3 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -831,8 +831,8 @@ Object CINE_AmericaVehicleHumvee End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 320 - ShroudClearingRange = 320 + VisionRange = 320.0 + ShroudClearingRange = 320.0 Prerequisites Object = AmericaWarFactory End @@ -880,7 +880,7 @@ Object CINE_AmericaVehicleHumvee End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -984,7 +984,7 @@ Object CINE_AmericaVehicleHumvee GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1061,7 +1061,7 @@ Object CINE_USA08_AmericaVehicleComanche Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 400.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield End @@ -1099,7 +1099,7 @@ Object CINE_USA08_AmericaVehicleComanche DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -1147,7 +1147,7 @@ Object CINE_USA08_AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -1158,8 +1158,8 @@ Object CINE_USA08_AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -1175,15 +1175,15 @@ Object CINE_USA08_AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -1198,7 +1198,7 @@ Object CINE_USA08_AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -1219,7 +1219,7 @@ Object CINE_USA08_AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1273,7 +1273,7 @@ Object CINE_AmericaInfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -1285,7 +1285,7 @@ Object CINE_AmericaInfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -1325,25 +1325,25 @@ Object CINE_AmericaInfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; attacking (Grenade Launcher) @@ -1421,19 +1421,19 @@ Object CINE_AmericaInfantryRanger TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 40 + Animation = AIRngr_SKL.AIRngr_RNA 40.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1441,7 +1441,7 @@ Object CINE_AmericaInfantryRanger End ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1592,8 +1592,8 @@ Object CINE_AmericaInfantryRanger DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -1648,7 +1648,7 @@ Object CINE_AmericaInfantryRanger Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -1695,10 +1695,10 @@ Object CINE_AmericaInfantryRanger SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1765,8 +1765,8 @@ Object CINE_AmericaInfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1791,7 +1791,7 @@ Object CINE_AmericanInfantryPathfinder DefaultConditionState Model = AIPFDR_SKN - IdleAnimation = AIPFDR_SKL.AIPFDR_STA 0 14 + IdleAnimation = AIPFDR_SKL.AIPFDR_STA 0.0 14 IdleAnimation = AIPFDR_SKL.AIPFDR_IDA AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle @@ -1800,7 +1800,7 @@ Object CINE_AmericanInfantryPathfinder End ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 30 + Animation = AIPFDR_SKL.AIPFDR_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -1830,7 +1830,7 @@ Object CINE_AmericanInfantryPathfinder AliasConditionState = BETWEEN_FIRING_SHOTS_A ConditionState = MOVING FIRING_A - Animation = AIPFDR_SKL.AIPFDR_CLA 15 ; crawling + Animation = AIPFDR_SKL.AIPFDR_CLA 15.0 ; crawling AnimationMode = LOOP TransitionKey = TRANS_LyingDown ParticleSysBone = NONE InfantryDustTrails @@ -1922,8 +1922,8 @@ Object CINE_AmericanInfantryPathfinder DamageFX = InfantryDamageFX End - VisionRange = 300 - ShroudClearingRange = 400 + VisionRange = 300.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks Science = SCIENCE_Pathfinder @@ -1971,7 +1971,7 @@ Object CINE_AmericanInfantryPathfinder Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -2014,10 +2014,10 @@ Object CINE_AmericanInfantryPathfinder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2057,8 +2057,8 @@ Object CINE_AmericanInfantryPathfinder GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2131,8 +2131,8 @@ Object CINE_AmericaTankCrusader ; End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory End @@ -2166,13 +2166,13 @@ Object CINE_AmericaTankCrusader KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -2280,7 +2280,7 @@ Object CINE_AmericaTankCrusader GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2299,7 +2299,7 @@ Object CINE_AmericaInfantryBiohazardTech ; NORMAL STANDING DefaultConditionState Model = AITECH_SKN - IdleAnimation = AITECH_SKL.AITECH_STA 0 21 + IdleAnimation = AITECH_SKL.AITECH_STA 0.0 21 ; Regular spice animations IdleAnimation = AITECH_SKL.AITECH_IDA IdleAnimation = AITECH_SKL.AITECH_IDB @@ -2322,7 +2322,7 @@ Object CINE_AmericaInfantryBiohazardTech ConditionState = MOVING FIRING_A - Animation = AITECH_SKL.AITECH_WKB 15 + Animation = AITECH_SKL.AITECH_WKB 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2332,7 +2332,7 @@ Object CINE_AmericaInfantryBiohazardTech AliasConditionState = MOVING RELOADING_A ConditionState = MOVING - Animation = AITECH_SKL.AITECH_WKA 15 + Animation = AITECH_SKL.AITECH_WKA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2414,8 +2414,8 @@ Object CINE_AmericaInfantryBiohazardTech DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -2463,7 +2463,7 @@ Object CINE_AmericaInfantryBiohazardTech End Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -2507,10 +2507,10 @@ Object CINE_AmericaInfantryBiohazardTech SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2545,8 +2545,8 @@ Object CINE_AmericaInfantryBiohazardTech GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT End @@ -2615,8 +2615,8 @@ Object AmericaVehiclePOWTruck Buildable = NO ; BuildCost = 500 ; BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 ExperienceValue = 50 50 50 50 ; Experience point value at each level ExperienceRequired = 0 150 450 900 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -2791,7 +2791,7 @@ Object CINE_AmericaJetRaptor Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaAirfield End @@ -2807,7 +2807,7 @@ Object CINE_AmericaJetRaptor End BuildCost = 1400 - BuildTime = 1 + BuildTime = 1.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -2888,8 +2888,8 @@ Object CINE_AmericaJetRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 3 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -2908,7 +2908,7 @@ Object CINE_AmericaJetRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3056,10 +3056,10 @@ Object CINE_AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL CINE_B52Locomotor @@ -3068,7 +3068,7 @@ Object CINE_AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -3080,7 +3080,7 @@ Object CINE_AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -3103,7 +3103,7 @@ Object CINE_AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3181,7 +3181,7 @@ Object CINE_AmericaVehicleComanche Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 400.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield End @@ -3219,7 +3219,7 @@ Object CINE_AmericaVehicleComanche DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -3266,7 +3266,7 @@ Object CINE_AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -3277,8 +3277,8 @@ Object CINE_AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -3294,15 +3294,15 @@ Object CINE_AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -3317,7 +3317,7 @@ Object CINE_AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -3338,7 +3338,7 @@ Object CINE_AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3359,7 +3359,7 @@ Object CINE_AmericaInfantryColonelBurton ; idle DefaultConditionState Model = AIHERO_SKN - IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 + IdleAnimation = AIHERO_SKL.AIHERO_STA 0.0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE @@ -3370,7 +3370,7 @@ Object CINE_AmericaInfantryColonelBurton ; injured idle ConditionState = REALLYDAMAGED - IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 + IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0.0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE @@ -3384,7 +3384,7 @@ Object CINE_AmericaInfantryColonelBurton ; moving ConditionState = MOVING - Animation = AIHERO_SKL.AIHERO_RNA 34 + Animation = AIHERO_SKL.AIHERO_RNA 34.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Stand @@ -3399,7 +3399,7 @@ Object CINE_AmericaInfantryColonelBurton ; injured moving ConditionState = MOVING REALLYDAMAGED - Animation = AIHERO_SKL.AIHERO_IRNA 26 + Animation = AIHERO_SKL.AIHERO_IRNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_StandInjured @@ -3625,8 +3625,8 @@ Object CINE_AmericaInfantryColonelBurton Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 250 - ShroudClearingRange = 500 + VisionRange = 250.0 + ShroudClearingRange = 500.0 Prerequisites Object = AmericaBarracks Object = AmericaStrategyCenter @@ -3678,7 +3678,7 @@ Object CINE_AmericaInfantryColonelBurton Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -3777,10 +3777,10 @@ Object CINE_AmericaInfantryColonelBurton SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3820,8 +3820,8 @@ Object CINE_AmericaInfantryColonelBurton GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3925,7 +3925,7 @@ Object CINE_AmericaVehicleChinook Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1200 BuildTime = 10.0 ; in seconds Prerequisites @@ -3982,7 +3982,7 @@ Object CINE_AmericaVehicleChinook MaxBoxes = 8 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another @@ -3992,12 +3992,12 @@ Object CINE_AmericaVehicleChinook PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 - RopeWobbleLen = 10 + RopeWobbleLen = 10.0 RopeWobbleAmplitude = 0.25 - RopeWobbleRate = 180 - RopeFinalHeight = 10 ; stop this far above ground - RappelSpeed = 30 - MinDropHeight = 40 ; if dropping into a tall building, go at least this far above it + RopeWobbleRate = 180.0 + RopeFinalHeight = 10.0 ; stop this far above ground + RappelSpeed = 30.0 + MinDropHeight = 40.0 ; if dropping into a tall building, go at least this far above it End Locomotor = SET_NORMAL CINE_ChinookLocomotor @@ -4019,15 +4019,15 @@ Object CINE_AmericaVehicleChinook SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -4038,7 +4038,7 @@ Object CINE_AmericaVehicleChinook OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = ChinookRubbleHull End @@ -4054,7 +4054,7 @@ Object CINE_AmericaVehicleChinook GeometryHeight = 12.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4223,10 +4223,10 @@ Object CINE_U04_AmericaJetCargoPlane_HIGH Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 1200 ; time between each dropped item (if more than one) PutInContainer = CINE_U04_AmericaParachute - DeliveryDistance = 3000 + DeliveryDistance = 3000.0 End Locomotor = SET_NORMAL CINE_U04_B52Locomotor_HIGH @@ -4235,7 +4235,7 @@ Object CINE_U04_AmericaJetCargoPlane_HIGH ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ; gs I added PARACHUTABLE as a catch-all to prevent making new KindOfs (like CRATE) @@ -4248,7 +4248,7 @@ Object CINE_U04_AmericaJetCargoPlane_HIGH DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -4301,7 +4301,7 @@ Object CINE_U04_AmericaJetCargoPlane_HIGH GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4465,10 +4465,10 @@ Object CINE_U04_AmericaJetCargoPlane_MEDIUM Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 1200 ; time between each dropped item (if more than one) PutInContainer = CINE_U04_AmericaParachute - DeliveryDistance = 3000 + DeliveryDistance = 3000.0 End Locomotor = SET_NORMAL CINE_U04_B52Locomotor_MEDIUM @@ -4477,7 +4477,7 @@ Object CINE_U04_AmericaJetCargoPlane_MEDIUM ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ; gs I added PARACHUTABLE as a catch-all to prevent making new KindOfs (like CRATE) @@ -4490,7 +4490,7 @@ Object CINE_U04_AmericaJetCargoPlane_MEDIUM DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -4540,7 +4540,7 @@ Object CINE_U04_AmericaJetCargoPlane_MEDIUM GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4704,10 +4704,10 @@ Object CINE_U04_AmericaJetCargoPlane_LOW Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 1200 ; time between each dropped item (if more than one) PutInContainer = CINE_U04_AmericaParachute - DeliveryDistance = 3000 + DeliveryDistance = 3000.0 End Locomotor = SET_NORMAL CINE_U04_B52Locomotor_LOW @@ -4716,7 +4716,7 @@ Object CINE_U04_AmericaJetCargoPlane_LOW ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ; gs I added PARACHUTABLE as a catch-all to prevent making new KindOfs (like CRATE) @@ -4729,7 +4729,7 @@ Object CINE_U04_AmericaJetCargoPlane_LOW DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -4778,7 +4778,7 @@ Object CINE_U04_AmericaJetCargoPlane_LOW GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End Object CINE_USA04_PARADROP_AmericaInfantryRanger @@ -4806,7 +4806,7 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -4819,7 +4819,7 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -4852,25 +4852,25 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_Move @@ -4953,19 +4953,19 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger ; TransitionState = TRANS_FiringA TRANS_FiringB ; Animation = AIRngr_SKL.AIRngr_ATA2AB ; AnimationMode = ONCE - ; AnimationSpeedFactorRange = 4 4 + ; AnimationSpeedFactorRange = 4.0 4.0 ; End ; TransitionState = TRANS_FiringB TRANS_FiringA ; Animation = AIRngr_SKL.AIRngr_ATA2AB ; AnimationMode = ONCE_BACKWARDS - ; AnimationSpeedFactorRange = 4 4 + ; AnimationSpeedFactorRange = 4.0 4.0 ; End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 30 + Animation = AIRngr_SKL.AIRngr_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -4974,7 +4974,7 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -5132,8 +5132,8 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger Armor = ChemSuitHumanArmor DamageFX = NONE End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -5191,7 +5191,7 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger ; - Removed to *hopefully* improve USA04 Framerate. ; Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ; ScanRate = 1000 ; once a second. - ; ScanRange = 300 + ; ScanRange = 300.0 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. ; AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. ; End @@ -5240,10 +5240,10 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger ; SinkRate = 0.5 ; in dist/sec ; DestructionDelay = 8000 ; FX = INITIAL FX_RangerDie - ; FlingForce = 8 - ; FlingForceVariance = 3 - ; FlingPitch = 60 - ; FlingPitchVariance = 10 + ; FlingForce = 8.0 + ; FlingForceVariance = 3.0 + ; FlingPitch = 60.0 + ; FlingPitchVariance = 10.0 ; End ; Behavior = SlowDeathBehavior ModuleTag_Death04 ; DeathTypes = NONE +BURNED @@ -5318,8 +5318,8 @@ Object CINE_USA04_PARADROP_AmericaInfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -5361,7 +5361,7 @@ Object CINE_U04_AmericaParachute EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE @@ -5384,8 +5384,8 @@ Object CINE_U04_AmericaParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 100.0 ; how far we have to fall till we open our chute AllowInsideKindOf = INFANTRY PARACHUTABLE @@ -5394,7 +5394,7 @@ Object CINE_U04_AmericaParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -5593,7 +5593,7 @@ Object CINE_AmericaJetStealthFighter ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -5634,7 +5634,7 @@ Object CINE_AmericaJetStealthFighter GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5821,7 +5821,7 @@ Object CINE_AmericaJetStealthFighterUSA08 ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -5862,7 +5862,7 @@ Object CINE_AmericaJetStealthFighterUSA08 GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5882,7 +5882,7 @@ Object CINE_CruiseMissileDetObject ; The explodes-next-frame object when a Demo KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -5914,7 +5914,7 @@ Object CINE_MiniNukeExplosion ; The explodes-next-frame object when a Demo Trap KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -5948,7 +5948,7 @@ Object CINE_AmericaInfantryOfficer ; NORMAL STANDING DefaultConditionState Model = AIOFCR_SKN - IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 + IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0.0 21 ; Regular spice animations IdleAnimation = AIOFCR_SKL.AIOFCR_IDA IdleAnimation = AIOFCR_SKL.AIOFCR_IDB @@ -6072,8 +6072,8 @@ Object CINE_AmericaInfantryOfficer Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 BuildCost = 400 BuildTime = 10.0 ; in seconds @@ -6098,7 +6098,7 @@ Object CINE_AmericaInfantryOfficer End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -6133,10 +6133,10 @@ Object CINE_AmericaInfantryOfficer SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -6175,8 +6175,8 @@ Object CINE_AmericaInfantryOfficer GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -6255,7 +6255,7 @@ Object CINE_AmericaVehicleComanche02 Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 400.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = AmericaAirfield End @@ -6293,7 +6293,7 @@ Object CINE_AmericaVehicleComanche02 DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -6340,7 +6340,7 @@ Object CINE_AmericaVehicleComanche02 End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -6351,8 +6351,8 @@ Object CINE_AmericaVehicleComanche02 ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -6368,15 +6368,15 @@ Object CINE_AmericaVehicleComanche02 SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -6391,7 +6391,7 @@ Object CINE_AmericaVehicleComanche02 OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -6412,7 +6412,7 @@ Object CINE_AmericaVehicleComanche02 GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6436,7 +6436,7 @@ Object CINE_AmericaInfantryPilot DefaultConditionState Model = AIRPlt_SKN - IdleAnimation = AIRPlt_SKL.AIRPlt_SST 0 20 + IdleAnimation = AIRPlt_SKL.AIRPlt_SST 0.0 20 AnimationMode = ONCE TransitionKey = TRANS_Stand End @@ -6531,8 +6531,8 @@ Object CINE_AmericaInfantryPilot DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -6576,14 +6576,14 @@ Object CINE_AmericaInfantryPilot Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End @@ -6624,10 +6624,10 @@ Object CINE_AmericaInfantryPilot SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -6667,8 +6667,8 @@ Object CINE_AmericaInfantryPilot GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7544,7 +7544,7 @@ Object CINE_AmericaParticleCannonUplink End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ParticleCannon @@ -7557,9 +7557,9 @@ Object CINE_AmericaParticleCannonUplink BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -7589,9 +7589,9 @@ Object CINE_AmericaParticleCannonUplink ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = BaseRegenerateUpdate ModuleTag_07 ; @@ -7617,7 +7617,7 @@ Object CINE_AmericaParticleCannonUplink ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 3500 ; The total ground contact time of the beam - DamagePerSecond = 400 ; The amount of damage inflicted per second + DamagePerSecond = 400.0 ; The amount of damage inflicted per second TotalDamagePulses = 40 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -7671,8 +7671,8 @@ Object CINE_AmericaParticleCannonUplink SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 65 ; was 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 65.0 ; was 40 DoubleClickToFastDriveDelay = 500 ; ***SOUNDS!**** @@ -7803,7 +7803,7 @@ Object CINE_Chinook End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... diff --git a/GeneralsZH/Data/INI/Object/AmericaInfantry.ini b/GeneralsZH/Data/INI/Object/AmericaInfantry.ini index 38fa53e..8b3754e 100644 --- a/GeneralsZH/Data/INI/Object/AmericaInfantry.ini +++ b/GeneralsZH/Data/INI/Object/AmericaInfantry.ini @@ -14,7 +14,7 @@ Object AmericaInfantryColonelBurton ; idle DefaultConditionState Model = AIHERO_SKN - IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 + IdleAnimation = AIHERO_SKL.AIHERO_STA 0.0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE @@ -28,7 +28,7 @@ Object AmericaInfantryColonelBurton ; injured idle ConditionState = REALLYDAMAGED - IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 + IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0.0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE @@ -43,7 +43,7 @@ Object AmericaInfantryColonelBurton ; moving ConditionState = MOVING - Animation = AIHERO_SKL.AIHERO_RNA 26 + Animation = AIHERO_SKL.AIHERO_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking @@ -59,7 +59,7 @@ Object AmericaInfantryColonelBurton ; injured moving ConditionState = MOVING REALLYDAMAGED - Animation = AIHERO_SKL.AIHERO_IRNA 26 + Animation = AIHERO_SKL.AIHERO_IRNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured @@ -292,8 +292,8 @@ Object AmericaInfantryColonelBurton Side = America EditorSorting = INFANTRY TransportSlotCount = 1 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 Prerequisites Object = AmericaBarracks Object = AmericaStrategyCenter @@ -363,7 +363,7 @@ Object AmericaInfantryColonelBurton Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -469,10 +469,10 @@ Object AmericaInfantryColonelBurton SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -512,8 +512,8 @@ Object AmericaInfantryColonelBurton GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -549,7 +549,7 @@ Object AmericaInfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -562,7 +562,7 @@ Object AmericaInfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -595,25 +595,25 @@ Object AmericaInfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_Move @@ -695,19 +695,19 @@ Object AmericaInfantryRanger TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 30 + Animation = AIRngr_SKL.AIRngr_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -716,7 +716,7 @@ Object AmericaInfantryRanger AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -873,8 +873,8 @@ Object AmericaInfantryRanger Armor = ChemSuitHumanArmor DamageFX = NONE End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -931,7 +931,7 @@ Object AmericaInfantryRanger Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -978,10 +978,10 @@ Object AmericaInfantryRanger SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1056,8 +1056,8 @@ Object AmericaInfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1094,7 +1094,7 @@ Object AmericaInfantryMissileDefender DefaultConditionState Model = NITHNT_SKN - IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 + IdleAnimation = NITHNT_SKL.NITHNT_STA 0.0 30 IdleAnimation = NITHNT_SKL.NITHNT_IDA IdleAnimation = NITHNT_SKL.NITHNT_IDB AnimationMode = ONCE @@ -1128,7 +1128,7 @@ Object AmericaInfantryMissileDefender AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = MOVING - Animation = NITHNT_SKL.NITHNT_RNA 20 + Animation = NITHNT_SKL.NITHNT_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1137,7 +1137,7 @@ Object AmericaInfantryMissileDefender AliasConditionState = MOVING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NITHNT_SKL.NITHNT_ATA 10 + Animation = NITHNT_SKL.NITHNT_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -1224,8 +1224,8 @@ Object AmericaInfantryMissileDefender DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks @@ -1279,7 +1279,7 @@ Object AmericaInfantryMissileDefender Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -1335,10 +1335,10 @@ Object AmericaInfantryMissileDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1378,8 +1378,8 @@ Object AmericaInfantryMissileDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1404,7 +1404,7 @@ Object AmericaInfantryPilot DefaultConditionState Model = AIRPlt_SKN - IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 + IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0.0 20 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA IdleAnimation = AIRPlt_SKL.AIRPlt_IDB AnimationMode = ONCE @@ -1493,8 +1493,8 @@ Object AmericaInfantryPilot DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -1538,14 +1538,14 @@ Object AmericaInfantryPilot Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End @@ -1586,10 +1586,10 @@ Object AmericaInfantryPilot SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1629,8 +1629,8 @@ Object AmericaInfantryPilot GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1665,7 +1665,7 @@ Object AmericaInfantryPathfinder AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 25 + Animation = AIPFDR_SKL.AIPFDR_RNA 25.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -1766,8 +1766,8 @@ Object AmericaInfantryPathfinder DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks Science = SCIENCE_Pathfinder @@ -1818,7 +1818,7 @@ Object AmericaInfantryPathfinder Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -1845,7 +1845,7 @@ Object AmericaInfantryPathfinder FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -1876,10 +1876,10 @@ Object AmericaInfantryPathfinder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1919,8 +1919,8 @@ Object AmericaInfantryPathfinder GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT diff --git a/GeneralsZH/Data/INI/Object/AmericaMiscUnit.ini b/GeneralsZH/Data/INI/Object/AmericaMiscUnit.ini index 1b40846..5e82422 100644 --- a/GeneralsZH/Data/INI/Object/AmericaMiscUnit.ini +++ b/GeneralsZH/Data/INI/Object/AmericaMiscUnit.ini @@ -10,7 +10,7 @@ Object CountermeasureFlare End KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_03 - Mass = 5 + Mass = 5.0 End Behavior = AIUpdateInterface ModuleTag_04 ; @@ -96,7 +96,7 @@ Object AmericaParachute EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE @@ -119,8 +119,8 @@ Object AmericaParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 25.0 ; how far we have to fall till we open our chute AllowInsideKindOf = INFANTRY PARACHUTABLE @@ -129,7 +129,7 @@ Object AmericaParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -178,7 +178,7 @@ Object AmericaCrateParachute EditorSorting = SYSTEM TransportSlotCount = 0 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE @@ -201,8 +201,8 @@ Object AmericaCrateParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 12.5 ; how far we have to fall till we open our chute AllowInsideKindOf = PARACHUTABLE @@ -211,7 +211,7 @@ Object AmericaCrateParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -259,8 +259,8 @@ Object AmericaVehicleGuardianDrone End BuildCost = 700 BuildTime = 8.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AmericaWarFactory End @@ -292,7 +292,7 @@ Object AmericaVehicleGuardianDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -340,7 +340,7 @@ Object AmericaVehicleGuardianDrone GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -362,7 +362,7 @@ Object AmericaInfantryBiohazardTech ; NORMAL STANDING DefaultConditionState Model = AITECH_SKN - IdleAnimation = AITECH_SKL.AITECH_STA 0 21 + IdleAnimation = AITECH_SKL.AITECH_STA 0.0 21 ; Regular spice animations IdleAnimation = AITECH_SKL.AITECH_IDA IdleAnimation = AITECH_SKL.AITECH_IDB @@ -385,7 +385,7 @@ Object AmericaInfantryBiohazardTech ConditionState = MOVING FIRING_A - Animation = AITECH_SKL.AITECH_WKB 15 + Animation = AITECH_SKL.AITECH_WKB 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -395,7 +395,7 @@ Object AmericaInfantryBiohazardTech AliasConditionState = MOVING RELOADING_A ConditionState = MOVING - Animation = AITECH_SKL.AITECH_WKA 15 + Animation = AITECH_SKL.AITECH_WKA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -477,8 +477,8 @@ Object AmericaInfantryBiohazardTech DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaBarracks End @@ -526,7 +526,7 @@ Object AmericaInfantryBiohazardTech End Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -570,10 +570,10 @@ Object AmericaInfantryBiohazardTech SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -608,8 +608,8 @@ Object AmericaInfantryBiohazardTech GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT End @@ -629,7 +629,7 @@ Object AmericaInfantryOfficer ; NORMAL STANDING DefaultConditionState Model = AIOFCR_SKN - IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 + IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0.0 21 ; Regular spice animations IdleAnimation = AIOFCR_SKL.AIOFCR_IDA IdleAnimation = AIOFCR_SKL.AIOFCR_IDB @@ -753,8 +753,8 @@ Object AmericaInfantryOfficer Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 BuildCost = 400 BuildTime = 10.0 ; in seconds @@ -779,7 +779,7 @@ Object AmericaInfantryOfficer End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -814,10 +814,10 @@ Object AmericaInfantryOfficer SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -856,8 +856,8 @@ Object AmericaInfantryOfficer GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -893,8 +893,8 @@ Object AmericaInfantrySecretService Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AmericaBarracks End @@ -920,7 +920,7 @@ Object AmericaInfantrySecretService End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -965,8 +965,8 @@ Object AmericaInfantrySecretService GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -982,16 +982,16 @@ Object AmericaVehicleBattleShip ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = YES - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 ConditionState = NONE Model = AVBattleSh Animation = AVBattleSh.AVBattleSh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle @@ -1019,8 +1019,8 @@ Object AmericaVehicleBattleShip Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 ; *** AUDIO Parameters *** VoiceSelect = BattleshipVoiceSelect @@ -1044,18 +1044,18 @@ Object AmericaVehicleBattleShip End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 12 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 12.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 180 ; this turret points backwards normally + NaturalTurretAngle = 180.0 ; this turret points backwards normally End AltTurret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 15 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 15.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY @@ -1077,7 +1077,7 @@ Object AmericaVehicleBattleShip Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 - GeometryHeight = 40 + GeometryHeight = 40.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -1125,7 +1125,7 @@ Object AmericaBattleshipBogusTarget ; this weapon isn't fired... to trigger it, you must do damage under Script ; control, which ignores our armor.) - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End Geometry = SPHERE @@ -1154,7 +1154,7 @@ Object CINE_BShipWeaponDetonationObject ; The explodes-next-frame object when a KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -1203,8 +1203,8 @@ Object AmericaVehicleRepairDrone End BuildCost = 700 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AmericaWarFactory End @@ -1236,7 +1236,7 @@ Object AmericaVehicleRepairDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -1322,7 +1322,7 @@ Object LargeParachute EditorSorting = SYSTEM TransportSlotCount = 10 VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 IsTrainable = NO ; Can gain experience KindOf = PRELOAD PARACHUTE UNATTACKABLE @@ -1345,8 +1345,8 @@ Object LargeParachute End Behavior = ParachuteContain ModuleTag_05 - PitchRateMax = 60 ; degrees/sec - RollRateMax = 60 ; degrees/sec + PitchRateMax = 60.0 ; degrees/sec + RollRateMax = 60.0 ; degrees/sec LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground ParachuteOpenDist = 25.0 ; how far we have to fall till we open our chute AllowInsideKindOf = INFANTRY VEHICLE PARACHUTABLE @@ -1355,7 +1355,7 @@ Object LargeParachute Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 4000 End @@ -1379,16 +1379,16 @@ Object AmericaVehicleBattleShipReal ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = YES - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 ConditionState = NONE Model = AVBattShip Animation = AVBattShip.AVBattShip AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 - ; TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + ; TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle @@ -1435,8 +1435,8 @@ Object AmericaVehicleBattleShipReal Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 ; *** AUDIO Parameters *** SoundAmbient = BattleshipAmbientLoop @@ -1456,18 +1456,18 @@ Object AmericaVehicleBattleShipReal End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 15 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 15.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 180 ; this turret points backwards normally + NaturalTurretAngle = 180.0 ; this turret points backwards normally End AltTurret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 15 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 15.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY @@ -1483,7 +1483,7 @@ Object AmericaVehicleBattleShipReal Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 - GeometryHeight = 40 + GeometryHeight = 40.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -1497,16 +1497,16 @@ Object AmericaVehicleBattleShipDemo ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = YES - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 ConditionState = NONE Model = avbattlesh Animation = avbattlesh.avbattlesh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle @@ -1546,8 +1546,8 @@ Object AmericaVehicleBattleShipDemo Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 ; *** AUDIO Parameters *** VoiceSelect = BattleshipVoiceSelect @@ -1571,18 +1571,18 @@ Object AmericaVehicleBattleShipDemo End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 12 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 12.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 180 ; this turret points backwards normally + NaturalTurretAngle = 180.0 ; this turret points backwards normally End AltTurret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 15 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 15.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY @@ -1604,7 +1604,7 @@ Object AmericaVehicleBattleShipDemo Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 - GeometryHeight = 40 + GeometryHeight = 40.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -1630,9 +1630,9 @@ Object MISSION_AmericaVehicleSentryDrone Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 10 + InitialRecoilSpeed = 10.0 MaxRecoilDistance = 1.5 - RecoilSettleSpeed = 3 + RecoilSettleSpeed = 3.0 OkToChangeModelColor = YES @@ -1676,8 +1676,8 @@ Object MISSION_AmericaVehicleSentryDrone End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 350 + VisionRange = 180.0 + ShroudClearingRange = 350.0 Prerequisites Object = AmericaWarFactory End @@ -1715,18 +1715,18 @@ Object MISSION_AmericaVehicleSentryDrone End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 180 - TurretPitchRate = 180 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = NO RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = NO MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES PackTime = 1000 @@ -1793,7 +1793,7 @@ Object MISSION_AmericaVehicleSentryDrone GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1814,7 +1814,7 @@ Object AmericaInfantryCIAOfficer ; NORMAL STANDING DefaultConditionState Model = AICIAOff_SKN - IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 + IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0.0 21 ; Regular spice animations IdleAnimation = AIOFCR_SKL.AIOFCR_IDA IdleAnimation = AIOFCR_SKL.AIOFCR_IDB @@ -1948,8 +1948,8 @@ Object AmericaInfantryCIAOfficer Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 BuildCost = 400 BuildTime = 10.0 ; in seconds @@ -1975,7 +1975,7 @@ Object AmericaInfantryCIAOfficer End Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -2058,10 +2058,10 @@ Object AmericaInfantryCIAOfficer SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2100,8 +2100,8 @@ Object AmericaInfantryCIAOfficer GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2119,16 +2119,16 @@ Object AmericaVehicleBattleShipUSSBender ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = YES - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 ConditionState = NONE Model = avbattlesh Animation = avbattlesh.avbattlesh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle @@ -2168,8 +2168,8 @@ Object AmericaVehicleBattleShipUSSBender Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 ; *** AUDIO Parameters *** VoiceSelect = BattleshipVoiceSelect @@ -2193,18 +2193,18 @@ Object AmericaVehicleBattleShipUSSBender End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 20 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 20.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 180 ; this turret points backwards normally + NaturalTurretAngle = 180.0 ; this turret points backwards normally End AltTurret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 20 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 20.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY @@ -2226,7 +2226,7 @@ Object AmericaVehicleBattleShipUSSBender Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 - GeometryHeight = 40 + GeometryHeight = 40.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME diff --git a/GeneralsZH/Data/INI/Object/AmericaVehicle.ini b/GeneralsZH/Data/INI/Object/AmericaVehicle.ini index 418d551..22d99f1 100644 --- a/GeneralsZH/Data/INI/Object/AmericaVehicle.ini +++ b/GeneralsZH/Data/INI/Object/AmericaVehicle.ini @@ -100,8 +100,8 @@ Object AmericaVehicleHumvee End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = AmericaWarFactory End @@ -149,13 +149,13 @@ Object AmericaVehicleHumvee ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -265,7 +265,7 @@ Object AmericaVehicleHumvee GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -323,8 +323,8 @@ Object AmericaVehicleTomahawk TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 200 + VisionRange = 180.0 + ShroudClearingRange = 200.0 Prerequisites Object = AmericaWarFactory Object = AmericaStrategyCenter @@ -375,16 +375,16 @@ Object AmericaVehicleTomahawk ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 70 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 70.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -480,7 +480,7 @@ Object AmericaVehicleTomahawk GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -569,8 +569,8 @@ Object AmericaVehicleMedic End BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = AmericaWarFactory End @@ -613,9 +613,9 @@ Object AmericaVehicleMedic ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = CleanupHazardUpdate ModuleTag_03 @@ -634,11 +634,11 @@ Object AmericaVehicleMedic Behavior = TransportAIUpdate ModuleTag_05 AutoAcquireEnemiesWhenIdle = NO ; CleanupHazardUpdate handles this... Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 25 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 25.0 ControlledWeaponSlots = PRIMARY End End @@ -646,7 +646,7 @@ Object AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 - HealthRegen%PerSec = 25 + HealthRegen%PerSec = 25.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES @@ -843,8 +843,8 @@ Object AmericaVehicleBattleDrone BuildCost = 200 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = AmericaWarFactory End @@ -872,9 +872,9 @@ Object AmericaVehicleBattleDrone Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 - MinPhysicalPitch = -75 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 + MinPhysicalPitch = -75.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -946,12 +946,12 @@ Object AmericaVehicleBattleDrone End Geometry = CYLINDER - GeometryMajorRadius = 5 - GeometryMinorRadius = 5 + GeometryMajorRadius = 5.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -997,8 +997,8 @@ Object AmericaVehicleScoutDrone End BuildCost = 100 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -1025,7 +1025,7 @@ Object AmericaVehicleScoutDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -1096,7 +1096,7 @@ Object AmericaVehicleScoutDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1138,8 +1138,8 @@ Object AmericaVehicleHellfireDrone End BuildCost = 500 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 500 + VisionRange = 100.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -1165,8 +1165,8 @@ Object AmericaVehicleHellfireDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -1229,7 +1229,7 @@ Object AmericaVehicleHellfireDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1270,8 +1270,8 @@ Object AmericaVehicleSpyDrone Armor = AirplaneArmor DamageFX = SmallTankDamageFX End - VisionRange = 250 - ShroudClearingRange = 0 ; Dynamic range below + VisionRange = 250.0 + ShroudClearingRange = 0.0 ; Dynamic range below IsTrainable = NO ; *** AUDIO Parameters *** @@ -1363,7 +1363,7 @@ Object AmericaVehicleSpyDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1426,8 +1426,8 @@ Object AmericaTankCrusader ; End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory End @@ -1461,19 +1461,19 @@ Object AmericaTankCrusader KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 960 + SubdualDamageCap = 960.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -1586,7 +1586,7 @@ Object AmericaTankCrusader GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1665,7 +1665,7 @@ Object AmericaVehicleDozer RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. ParticlesAttachedToAnimatedBones = YES @@ -1681,8 +1681,8 @@ Object AmericaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -1731,14 +1731,14 @@ Object AmericaVehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -1801,7 +1801,7 @@ Object AmericaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1880,8 +1880,8 @@ Object AmericaTankPaladin ; End BuildCost = 1100 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory Science = SCIENCE_PaladinTank @@ -1923,18 +1923,18 @@ Object AmericaTankPaladin ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End ; AltTurret - ; TurretTurnRate = 9000 + ; TurretTurnRate = 9000.0 ; ControlledWeaponSlots = SECONDARY ; End AutoAcquireEnemiesWhenIdle = YES @@ -2048,7 +2048,7 @@ Object AmericaTankPaladin GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2068,9 +2068,9 @@ Object AmericaVehicleSentryDrone Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 10 + InitialRecoilSpeed = 10.0 MaxRecoilDistance = 1.5 - RecoilSettleSpeed = 3 + RecoilSettleSpeed = 3.0 OkToChangeModelColor = YES @@ -2137,8 +2137,8 @@ Object AmericaVehicleSentryDrone End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 350 + VisionRange = 200.0 + ShroudClearingRange = 350.0 Prerequisites Object = AmericaWarFactory End @@ -2181,9 +2181,9 @@ Object AmericaVehicleSentryDrone ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = MaxHealthUpgrade ModuleTag_99 @@ -2194,18 +2194,18 @@ Object AmericaVehicleSentryDrone Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 180 - TurretPitchRate = 180 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = NO RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = NO MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; STEALTHED ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 @@ -2264,7 +2264,7 @@ Object AmericaVehicleSentryDrone End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 225 ; Dustin, enable this for independent balancing! + DetectionRange = 225.0 ; Dustin, enable this for independent balancing! End Geometry = BOX GeometryMajorRadius = 9.0 @@ -2272,7 +2272,7 @@ Object AmericaVehicleSentryDrone GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2313,7 +2313,7 @@ Object AmericaTankAvengerLaserTurret ; Separate turret object so it can attack i End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = America @@ -2330,7 +2330,7 @@ Object AmericaTankAvengerLaserTurret ; Separate turret object so it can attack i Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -2348,10 +2348,10 @@ Object AmericaTankAvengerLaserTurret ; Separate turret object so it can attack i Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 + NaturalTurretPitch = 45.0 End AutoAcquireEnemiesWhenIdle = YES MoodAttackCheckRate = 500 ; default is 2000 @@ -2367,7 +2367,7 @@ Object AmericaTankAvengerLaserTurret ; Separate turret object so it can attack i GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2445,8 +2445,8 @@ Object AmericaTankAvenger End BuildCost = 2000 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory ; Object = AmericaStrategyCenter @@ -2489,9 +2489,9 @@ Object AmericaTankAvenger ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -2616,7 +2616,7 @@ Object AmericaTankAvenger GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2692,8 +2692,8 @@ Object AmericaTankMicrowave BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory Object = AmericaStrategyCenter @@ -2726,14 +2726,14 @@ Object AmericaTankMicrowave KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 960 + SubdualDamageCap = 960.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -2836,7 +2836,7 @@ Object AmericaTankMicrowave GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/BossGeneral.ini b/GeneralsZH/Data/INI/Object/BossGeneral.ini index be3e95c..b4479a3 100644 --- a/GeneralsZH/Data/INI/Object/BossGeneral.ini +++ b/GeneralsZH/Data/INI/Object/BossGeneral.ini @@ -4,7 +4,7 @@ Object Boss_PatriotBinaryDataStream Draw = W3DLaserDraw ModuleTag_01 Texture = EXBinaryStream32.tga NumBeams = 1 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 - InnerBeamWidth = 4 ; The total width of the beam + InnerBeamWidth = 4.0 ; The total width of the beam InnerColor = R:0 G:255 B:0 A:180 ; The inside color of the laser (hot) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -0.25 ; Scrolls the texture offset this fast -- towards(-) away(+) @@ -99,7 +99,7 @@ Object Boss_VehicleDozer RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. ParticlesAttachedToAnimatedBones = YES @@ -115,8 +115,8 @@ Object Boss_VehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -164,14 +164,14 @@ Object Boss_VehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -234,7 +234,7 @@ Object Boss_VehicleDozer GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -600,7 +600,7 @@ Object Boss_CommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_03 @@ -1197,7 +1197,7 @@ Object Boss_CommandCenter ; End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -1208,7 +1208,7 @@ Object Boss_CommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = Boss_ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -1235,9 +1235,9 @@ Object Boss_CommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -1255,7 +1255,7 @@ Object Boss_CommandCenter NaturalRallyPoint = X:60.0 Y:40.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DestroyDie ModuleTag_11 @@ -1323,7 +1323,7 @@ Object Boss_CommandCenter Behavior = SpectreGunshipDeploymentUpdate ModuleTag_92 SpecialPowerTemplate = SuperweaponSpectreGunship GunshipTemplateName = AmericaJetSpectreGunship - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -1373,7 +1373,7 @@ Object Boss_CommandCenter End Geometry = BOX - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 @@ -2355,7 +2355,7 @@ Object Boss_PowerPlant - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ColdFusionReactor @@ -2369,7 +2369,7 @@ Object Boss_PowerPlant EnergyProduction = 5 EnergyBonus = 5 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -2396,9 +2396,9 @@ Object Boss_PowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PowerPlantUpgrade ModuleTag_07 @@ -3236,7 +3236,7 @@ Object Boss_ParticleCannonUplink End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ParticleCannon @@ -3250,9 +3250,9 @@ Object Boss_ParticleCannonUplink BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -3282,9 +3282,9 @@ Object Boss_ParticleCannonUplink ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = BaseRegenerateUpdate ModuleTag_07 ; @@ -3310,7 +3310,7 @@ Object Boss_ParticleCannonUplink ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 10000 ; The total ground contact time of the beam - DamagePerSecond = 400 ; The amount of damage inflicted per second + DamagePerSecond = 400.0 ; The amount of damage inflicted per second TotalDamagePulses = 40 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -3364,8 +3364,8 @@ Object Boss_ParticleCannonUplink SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 40.0 DoubleClickToFastDriveDelay = 500 ; ***SOUNDS!**** @@ -4457,7 +4457,7 @@ Object Boss_Airfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -4471,7 +4471,7 @@ Object Boss_Airfield EnergyProduction = -1 CommandSet = Boss_ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -4497,17 +4497,17 @@ Object Boss_Airfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_10 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 ParkInHangars = YES End @@ -5798,7 +5798,7 @@ Object Boss_ScudStorm End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ScudStorm @@ -5813,9 +5813,9 @@ Object Boss_ScudStorm EnergyProduction = 0 CommandSet = Boss_GLAScudStormCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = NONE Weapon = PRIMARY ScudStormWeapon @@ -5854,9 +5854,9 @@ Object Boss_ScudStorm ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleScudStorm @@ -7321,7 +7321,7 @@ Object Boss_NuclearMissileLauncher End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearMissile @@ -7335,9 +7335,9 @@ Object Boss_NuclearMissileLauncher BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! CommandSet = Boss_ChinaNuclearMissileCommandSet ArmorSet Conditions = NONE @@ -7366,9 +7366,9 @@ Object Boss_NuclearMissileLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLSpecialPower ModuleTag_07 @@ -8032,7 +8032,7 @@ Object Boss_SpeakerTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SpeakerTower @@ -8042,7 +8042,7 @@ Object Boss_SpeakerTower BuildTime = 10.0 ; in seconds EnergyProduction = -1 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -8073,9 +8073,9 @@ Object Boss_SpeakerTower ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 @@ -8551,7 +8551,7 @@ Object Boss_TunnelNetwork End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -8565,7 +8565,7 @@ Object Boss_TunnelNetwork BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -8600,21 +8600,21 @@ Object Boss_TunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End @@ -8622,7 +8622,7 @@ Object Boss_TunnelNetwork End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; Kris: Removed this module because units exiting the container would extract information @@ -8667,7 +8667,7 @@ Object Boss_TunnelNetwork ; Behavior = StealthUpdate ModuleTag_17 ; StealthDelay = 2500 ; msec ; StealthForbiddenConditions = ATTACKING USING_ABILITY - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 ; InnateStealth = NO ; Requires upgrade first ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -9261,7 +9261,7 @@ Object Boss_SupplyCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -9276,7 +9276,7 @@ Object Boss_SupplyCenter EnergyProduction = -1 CommandSet = Boss_ChinaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9302,9 +9302,9 @@ Object Boss_SupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -9955,7 +9955,7 @@ Object Boss_Barracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -9966,7 +9966,7 @@ Object Boss_Barracks EnergyProduction = 0 CommandSet = Boss_ChinaBarracksCommandSet VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9992,9 +9992,9 @@ Object Boss_Barracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 @@ -10067,7 +10067,7 @@ Object Boss_Barracks GeometryMinorRadius = 44.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -11026,7 +11026,7 @@ Object Boss_WarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -11040,7 +11040,7 @@ Object Boss_WarFactory EnergyProduction = -1 CommandSet = Boss_ChinaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -11066,9 +11066,9 @@ Object Boss_WarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = DestroyDie ModuleTag_09 @@ -11093,7 +11093,7 @@ Object Boss_WarFactory NaturalRallyPoint = X:57.0 Y:-27.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_14 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -11138,7 +11138,7 @@ Object Boss_WarFactory GeometryMinorRadius = 61.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -11518,7 +11518,7 @@ Object Boss_PatriotBattery End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PatriotBattery @@ -11544,7 +11544,7 @@ Object Boss_PatriotBattery ShareWeaponReloadTime = YES End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = BaseDefenseArmor @@ -11582,14 +11582,14 @@ Object Boss_PatriotBattery ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -11599,17 +11599,17 @@ Object Boss_PatriotBattery End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 45.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -12436,7 +12436,7 @@ Object Boss_Bunker End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Bunker @@ -12449,7 +12449,7 @@ Object Boss_Bunker BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13514,7 +13514,7 @@ Object Boss_GattlingCannon End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GattlingCannon @@ -13539,7 +13539,7 @@ Object Boss_GattlingCannon End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE @@ -13577,14 +13577,14 @@ Object Boss_GattlingCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -13603,15 +13603,15 @@ Object Boss_GattlingCannon Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon MoodAttackCheckRate = 250 @@ -13747,8 +13747,8 @@ Object Boss_VehicleSupplyTruck TransportSlotCount = 2 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Boss_SupplyCenter End @@ -13788,15 +13788,15 @@ Object Boss_VehicleSupplyTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor @@ -13850,7 +13850,7 @@ Object Boss_VehicleSupplyTruck GeometryHeight = 14.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14050,7 +14050,7 @@ Object Boss_JetSpectreGunship Side = Boss TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = Boss_Airfield End @@ -14143,14 +14143,14 @@ Object Boss_JetSpectreGunship SpecialPowerTemplate = SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon - RandomOffsetForHowitzer = 20 - TargetingReticleRadius = 25 + RandomOffsetForHowitzer = 20.0 + TargetingReticleRadius = 25.0 OrbitInsertionSlope = 0.7 ; steepness of orbit entry - GunshipOrbitRadius = 250 + GunshipOrbitRadius = 250.0 HowitzerFiringRate = 300 ; how long between each attempted shot of the howitzer HowitzerFollowLag = 400 ; 600 ; how long after the gattling gun acquires the target can the howitzer shoot the same target - StrafingIncrement = 20 ; how far apart is each shot of the gattling gun as it strafes - AttackAreaRadius = 200 + StrafingIncrement = 20.0 ; how far apart is each shot of the gattling gun as it strafes + AttackAreaRadius = 200.0 OrbitTime = 15000 ; 20000 ; 32000 ; thirty-two seconds AttackAreaDecal @@ -14220,7 +14220,7 @@ Object Boss_JetSpectreGunship GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14360,7 +14360,7 @@ Object Boss_JetAurora Side = Boss TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = Boss_Airfield End @@ -14453,7 +14453,7 @@ Object Boss_JetAurora ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode AttackLocomotorType = SET_SUPERSONIC AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately @@ -14503,7 +14503,7 @@ Object Boss_JetAurora GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14594,7 +14594,7 @@ Object Boss_VehicleHelix Side = Boss TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1200 BuildTime = 10.0 ; in seconds Prerequisites @@ -14685,15 +14685,15 @@ Object Boss_VehicleHelix SpiralOrbitTurnRate = 80.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 210.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 40 ; in degrees/sec - MaxSelfSpin = 120 ; in degrees/sec - SelfSpinUpdateDelay = 300 ; in milliseconds - SelfSpinUpdateAmount = 5 ; in degrees + MinSelfSpin = 40.0 ; in degrees/sec + MaxSelfSpin = 120.0 ; in degrees/sec + SelfSpinUpdateDelay = 300.0 ; in milliseconds + SelfSpinUpdateAmount = 5.0 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1000 ; in milliseconds - MaxBladeFlyOffDelay = 1000 ; in milliseconds + MinBladeFlyOffDelay = 1000.0 ; in milliseconds + MaxBladeFlyOffDelay = 1000.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades @@ -14704,7 +14704,7 @@ Object Boss_VehicleHelix OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = HelixRubbleHull End @@ -14832,7 +14832,7 @@ Object Boss_VehicleHelix GeometryHeight = 30.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14960,7 +14960,7 @@ Object Boss_JetMIG End BuildCost = 1200 - BuildTime = 10 + BuildTime = 10.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -15022,7 +15022,7 @@ Object Boss_JetMIG ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -15057,7 +15057,7 @@ Object Boss_JetMIG Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15191,7 +15191,7 @@ Object Boss_JetRaptor Side = Boss TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = Boss_Airfield End @@ -15207,7 +15207,7 @@ Object Boss_JetRaptor End BuildCost = 1100 - BuildTime = 20 + BuildTime = 20.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -15288,8 +15288,8 @@ Object Boss_JetRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -15321,7 +15321,7 @@ Object Boss_JetRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15359,7 +15359,7 @@ Object Boss_InfantryColonelBurton ; idle DefaultConditionState Model = AIHERO_SKN - IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 + IdleAnimation = AIHERO_SKL.AIHERO_STA 0.0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE @@ -15373,7 +15373,7 @@ Object Boss_InfantryColonelBurton ; injured idle ConditionState = REALLYDAMAGED - IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 + IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0.0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE @@ -15388,7 +15388,7 @@ Object Boss_InfantryColonelBurton ; moving ConditionState = MOVING - Animation = AIHERO_SKL.AIHERO_RNA 26 + Animation = AIHERO_SKL.AIHERO_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking @@ -15404,7 +15404,7 @@ Object Boss_InfantryColonelBurton ; injured moving ConditionState = MOVING REALLYDAMAGED - Animation = AIHERO_SKL.AIHERO_IRNA 26 + Animation = AIHERO_SKL.AIHERO_IRNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured @@ -15655,8 +15655,8 @@ Object Boss_InfantryColonelBurton DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 Prerequisites Object = Boss_Barracks Object = Boss_ParticleCannonUplink @@ -15712,7 +15712,7 @@ Object Boss_InfantryColonelBurton Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -15815,10 +15815,10 @@ Object Boss_InfantryColonelBurton SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -15858,8 +15858,8 @@ Object Boss_InfantryColonelBurton GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -15916,7 +15916,7 @@ Object Boss_InfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -15929,7 +15929,7 @@ Object Boss_InfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -15962,25 +15962,25 @@ Object Boss_InfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_Move @@ -16062,19 +16062,19 @@ Object Boss_InfantryRanger TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 30 + Animation = AIRngr_SKL.AIRngr_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -16083,7 +16083,7 @@ Object Boss_InfantryRanger AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -16240,8 +16240,8 @@ Object Boss_InfantryRanger Armor = ChemSuitHumanArmor DamageFX = NONE End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = Boss_Barracks End @@ -16298,7 +16298,7 @@ Object Boss_InfantryRanger Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -16345,10 +16345,10 @@ Object Boss_InfantryRanger SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -16423,8 +16423,8 @@ Object Boss_InfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -16485,7 +16485,7 @@ Object Boss_InfantryPathfinder AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 25 + Animation = AIPFDR_SKL.AIPFDR_RNA 25.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -16586,8 +16586,8 @@ Object Boss_InfantryPathfinder DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = Boss_Barracks Science = SCIENCE_Pathfinder @@ -16639,7 +16639,7 @@ Object Boss_InfantryPathfinder Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -16666,7 +16666,7 @@ Object Boss_InfantryPathfinder FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -16697,10 +16697,10 @@ Object Boss_InfantryPathfinder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -16740,8 +16740,8 @@ Object Boss_InfantryPathfinder GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -16798,7 +16798,7 @@ Object Boss_InfantryBlackLotus ; idle DefaultConditionState Model = NIHERO_SKN - IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 + IdleAnimation = NIHERO_SKL.NIHERO_STA 0.0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE @@ -16806,7 +16806,7 @@ Object Boss_InfantryBlackLotus End ConditionState = REALLYDAMAGED - IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 + IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0.0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured @@ -16985,8 +16985,8 @@ Object Boss_InfantryBlackLotus DamageFX = InfantryDamageFX End - VisionRange = 300 - ShroudClearingRange = 400 + VisionRange = 300.0 + ShroudClearingRange = 400.0 Prerequisites Object = Boss_Barracks Object = Boss_NuclearMissileLauncher @@ -17153,10 +17153,10 @@ Object Boss_InfantryBlackLotus SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -17196,8 +17196,8 @@ Object Boss_InfantryBlackLotus GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -17257,7 +17257,7 @@ Object Boss_InfantryTankHunter DefaultConditionState Model = NIMSST_SKN - IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 + IdleAnimation = NIMSST_SKL.NIMSST_STA 0.0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE @@ -17290,7 +17290,7 @@ Object Boss_InfantryTankHunter AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING - Animation = NIMSST_SKL.NIMSST_RNA 20 + Animation = NIMSST_SKL.NIMSST_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -17301,7 +17301,7 @@ Object Boss_InfantryTankHunter AliasConditionState = MOVING ATTACKING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NIMSST_SKL.NIMSST_ATA 10 + Animation = NIMSST_SKL.NIMSST_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -17386,8 +17386,8 @@ Object Boss_InfantryTankHunter DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = Boss_Barracks End @@ -17434,8 +17434,8 @@ Object Boss_InfantryTankHunter Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -17490,10 +17490,10 @@ Object Boss_InfantryTankHunter SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -17533,8 +17533,8 @@ Object Boss_InfantryTankHunter GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -17578,7 +17578,7 @@ Object Boss_InfantryHacker ; NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN - IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 + IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0.0 25 ; Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB @@ -17589,7 +17589,7 @@ Object Boss_InfantryHacker AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = NIHCKR_SKL.NIHCKR_RNA 14 + Animation = NIHCKR_SKL.NIHCKR_RNA 14.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -17707,8 +17707,8 @@ Object Boss_InfantryHacker DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Boss_Barracks End @@ -17824,10 +17824,10 @@ Object Boss_InfantryHacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -17867,8 +17867,8 @@ Object Boss_InfantryHacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -17922,7 +17922,7 @@ Object Boss_InfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -17932,7 +17932,7 @@ Object Boss_InfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -17982,7 +17982,7 @@ Object Boss_InfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 30 + Animation = UIHERO_SKL.UIHERO_RNA2 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -17996,7 +17996,7 @@ Object Boss_InfantryJarmenKell AliasConditionState = MOVING DOCKING_ACTIVE ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 30 + Animation = UIHERO_SKL.UIHERO_IRNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -18105,8 +18105,8 @@ Object Boss_InfantryJarmenKell DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = Boss_Barracks Object = Boss_ScudStorm @@ -18203,10 +18203,10 @@ Object Boss_InfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -18246,8 +18246,8 @@ Object Boss_InfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -18325,8 +18325,8 @@ Object Boss_InfantryAngryMobNexus BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; it can scout for the spawn - ShroudClearingRange = 0 + VisionRange = 150.0 ; it can scout for the spawn + ShroudClearingRange = 0.0 Prerequisites Object = Boss_Barracks @@ -18486,8 +18486,8 @@ Object Boss_VehicleTomahawk TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 200 + VisionRange = 180.0 + ShroudClearingRange = 200.0 Prerequisites Object = Boss_WarFactory End @@ -18537,16 +18537,16 @@ Object Boss_VehicleTomahawk ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 70 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 70.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -18638,7 +18638,7 @@ Object Boss_VehicleTomahawk GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18723,8 +18723,8 @@ Object Boss_TankPaladin ; End BuildCost = 1100 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Boss_WarFactory Science = SCIENCE_PaladinTank @@ -18766,18 +18766,18 @@ Object Boss_TankPaladin ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End ; AltTurret - ; TurretTurnRate = 9000 + ; TurretTurnRate = 9000.0 ; ControlledWeaponSlots = SECONDARY ; End AutoAcquireEnemiesWhenIdle = YES @@ -18891,7 +18891,7 @@ Object Boss_TankPaladin GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18915,9 +18915,9 @@ Object Boss_VehicleSentryDrone Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 10 + InitialRecoilSpeed = 10.0 MaxRecoilDistance = 1.5 - RecoilSettleSpeed = 3 + RecoilSettleSpeed = 3.0 OkToChangeModelColor = YES @@ -18983,8 +18983,8 @@ Object Boss_VehicleSentryDrone End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 350 + VisionRange = 180.0 + ShroudClearingRange = 350.0 Prerequisites Object = Boss_WarFactory End @@ -19027,18 +19027,18 @@ Object Boss_VehicleSentryDrone End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 180 - TurretPitchRate = 180 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = NO RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = NO MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES Stealthed ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 @@ -19105,7 +19105,7 @@ Object Boss_VehicleSentryDrone GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19201,8 +19201,8 @@ Object Boss_TankAvenger End BuildCost = 2000 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Boss_WarFactory End @@ -19243,9 +19243,9 @@ Object Boss_TankAvenger ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -19376,7 +19376,7 @@ Object Boss_TankAvenger GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19471,8 +19471,8 @@ Object Boss_TankOverlord End BuildCost = 2000 BuildTime = 20.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = Boss_WarFactory End @@ -19512,14 +19512,14 @@ Object Boss_TankOverlord ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 60 ; 30 ; 15 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; 30 ; 15 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -19647,7 +19647,7 @@ Object Boss_TankOverlord GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19772,8 +19772,8 @@ Object Boss_TankDragon End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Boss_WarFactory End @@ -19813,19 +19813,19 @@ Object Boss_TankDragon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 560 + SubdualDamageCap = 560.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 - TurretPitchRate = 120 + TurretTurnRate = 120.0 + TurretPitchRate = 120.0 AllowsPitch = YES - MinPhysicalPitch = -15 + MinPhysicalPitch = -15.0 - TurretFireAngleSweep = PRIMARY 10 - TurretFireAngleSweep = SECONDARY 60 + TurretFireAngleSweep = PRIMARY 10.0 + TurretFireAngleSweep = SECONDARY 60.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY @@ -19930,7 +19930,7 @@ Object Boss_TankDragon GeometryHeight = 11.0 ; Height set to allow clear clipping of the projectile stream GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20084,8 +20084,8 @@ Object Boss_TankGattling End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = Boss_WarFactory End @@ -20126,19 +20126,19 @@ Object Boss_TankGattling ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger End AutoAcquireEnemiesWhenIdle = YES MoodAttackCheckRate = 250 @@ -20198,7 +20198,7 @@ Object Boss_TankGattling GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20335,8 +20335,8 @@ Object Boss_VehicleRocketBuggy End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Boss_WarFactory End @@ -20374,18 +20374,18 @@ Object Boss_VehicleRocketBuggy KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 120 - InitialHealth = 120 + MaxHealth = 120.0 + InitialHealth = 120.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 240 + SubdualDamageCap = 240.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 90 + TurretTurnRate = 90.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -20452,7 +20452,7 @@ Object Boss_VehicleRocketBuggy GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -21063,8 +21063,8 @@ Object Boss_VehicleCombatBikeTerrorist End BuildCost = 500 BuildTime = 8.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Boss_WarFactory End @@ -21102,19 +21102,19 @@ Object Boss_VehicleCombatBikeTerrorist KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -21241,7 +21241,7 @@ Object Boss_VehicleCombatBikeTerrorist Slots = 1 InitialPayload = GLAInfantryTerrorist 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -21283,6 +21283,6 @@ Object Boss_VehicleCombatBikeTerrorist GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/ChemicalGeneral.ini b/GeneralsZH/Data/INI/Object/ChemicalGeneral.ini index 4457d90..bd21a17 100644 --- a/GeneralsZH/Data/INI/Object/ChemicalGeneral.ini +++ b/GeneralsZH/Data/INI/Object/ChemicalGeneral.ini @@ -89,7 +89,7 @@ Object Chem_GLAHole End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GLAHole @@ -102,7 +102,7 @@ Object Chem_GLAHole BuildTime = 10.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -129,7 +129,7 @@ Object Chem_GLAHole End Behavior = RebuildHoleBehavior ModuleTag_04 WorkerObjectName = GLAInfantryWorker - WorkerRespawnDelay = 20000 ; in milliseconds + WorkerRespawnDelay = 20000.0 ; in milliseconds HoleHealthRegen%PerSecond = 0.5% ; regen this % of HoleMaxHealth per second End @@ -441,7 +441,7 @@ Object Chem_GLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -726,7 +726,7 @@ Object Chem_GLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = Chem_GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -758,9 +758,9 @@ Object Chem_GLACommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -877,7 +877,7 @@ Object Chem_GLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -1211,7 +1211,7 @@ Object Chem_FakeGLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -1499,7 +1499,7 @@ Object Chem_FakeGLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = FakeGLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE Weapon = PRIMARY SuicideWeapon @@ -1532,9 +1532,9 @@ Object Chem_FakeGLACommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1450 + SubdualDamageCap = 1450.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -1592,12 +1592,12 @@ Object Chem_FakeGLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 165 - ShadowSizeY = 145 + ShadowSizeX = 165.0 + ShadowSizeY = 145.0 BuildCompletion = PLACED_BY_PLAYER End @@ -2207,7 +2207,7 @@ Object Chem_GLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -2221,7 +2221,7 @@ Object Chem_GLABlackMarket EnergyProduction = 0 CommandSet = Chem_GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -2252,9 +2252,9 @@ Object Chem_GLABlackMarket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -2952,7 +2952,7 @@ Object Chem_FakeGLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -2966,7 +2966,7 @@ Object Chem_FakeGLABlackMarket EnergyProduction = 0 CommandSet = FakeGLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -2999,9 +2999,9 @@ Object Chem_FakeGLABlackMarket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 325 + SubdualDamageCap = 325.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = AIUpdateInterface ModuleTag_05 @@ -3067,8 +3067,8 @@ Object Chem_FakeGLABlackMarket GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 108 - ShadowSizeY = 96 + ShadowSizeX = 108.0 + ShadowSizeY = 96.0 BuildCompletion = PLACED_BY_PLAYER End @@ -4258,7 +4258,7 @@ Object Chem_GLAScudStorm End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ScudStorm @@ -4272,9 +4272,9 @@ Object Chem_GLAScudStorm EnergyProduction = 0 CommandSet = Chem_GLAScudStormCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = NONE Weapon = PRIMARY Chem_ScudStormWeapon @@ -4313,9 +4313,9 @@ Object Chem_GLAScudStorm ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleScudStorm @@ -4458,7 +4458,7 @@ Object Chem_GLADemoTrap End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:DemoTrap @@ -4563,7 +4563,7 @@ Object Chem_GLADemoTrap Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 4.0 - GeometryHeight = 9 + GeometryHeight = 9.0 GeometryIsSmall = YES End @@ -5007,7 +5007,7 @@ Object Chem_GLAStingerSite End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -5020,7 +5020,7 @@ Object Chem_GLAStingerSite BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 ArmorSet Conditions = NONE Armor = StingerSiteArmor @@ -5052,9 +5052,9 @@ Object Chem_GLAStingerSite ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 @@ -5091,7 +5091,7 @@ Object Chem_GLAStingerSite ; Behavior = StealthUpdate ModuleTag_13 ; StealthDelay = 2500 ; msec ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 ; InnateStealth = NO ; Requires upgrade first ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -5587,7 +5587,7 @@ Object Chem_GLAPalace End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_02 @@ -5835,7 +5835,7 @@ Object Chem_GLAPalace BuildTime = 45.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -5867,9 +5867,9 @@ Object Chem_GLAPalace ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 3200 + SubdualDamageCap = 3200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -6498,7 +6498,7 @@ Object Chem_GLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -6510,7 +6510,7 @@ Object Chem_GLASupplyStash EnergyProduction = 0 CommandSet = Chem_GLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -6541,9 +6541,9 @@ Object Chem_GLASupplyStash ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -7190,7 +7190,7 @@ Object Chem_FakeGLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -7204,7 +7204,7 @@ Object Chem_FakeGLASupplyStash EnergyProduction = 0 CommandSet = FakeGLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -7237,9 +7237,9 @@ Object Chem_FakeGLASupplyStash ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 450 + SubdualDamageCap = 450.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = CreateObjectDie ModuleTag_08 @@ -7298,8 +7298,8 @@ Object Chem_FakeGLASupplyStash ; FactoryExtraBibWidth = 1.0 ; extra placement border. Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 105 - ShadowSizeY = 105 + ShadowSizeX = 105.0 + ShadowSizeY = 105.0 BuildCompletion = PLACED_BY_PLAYER End @@ -7867,7 +7867,7 @@ Object Chem_GLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -7878,7 +7878,7 @@ Object Chem_GLABarracks EnergyProduction = 0 CommandSet = Chem_GLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -7914,9 +7914,9 @@ Object Chem_GLABarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -7979,7 +7979,7 @@ Object Chem_GLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -8543,7 +8543,7 @@ Object Chem_FakeGLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -8557,7 +8557,7 @@ Object Chem_FakeGLABarracks EnergyProduction = 0 CommandSet = FakeGLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -8590,9 +8590,9 @@ Object Chem_FakeGLABarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 325 + SubdualDamageCap = 325.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = AIUpdateInterface ModuleTag_06 @@ -8649,11 +8649,11 @@ Object Chem_FakeGLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 120 - ShadowSizeY = 110 + ShadowSizeX = 120.0 + ShadowSizeY = 110.0 BuildCompletion = PLACED_BY_PLAYER End @@ -9459,7 +9459,7 @@ Object Chem_GLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -9473,7 +9473,7 @@ Object Chem_GLAArmsDealer EnergyProduction = 0 CommandSet = Chem_GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9505,9 +9505,9 @@ Object Chem_GLAArmsDealer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -9544,7 +9544,7 @@ Object Chem_GLAArmsDealer NaturalRallyPoint = X:40.0 Y:-15.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -9568,7 +9568,7 @@ Object Chem_GLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -10367,7 +10367,7 @@ Object Chem_FakeGLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -10381,7 +10381,7 @@ Object Chem_FakeGLAArmsDealer EnergyProduction = 0 CommandSet = FakeGLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -10415,9 +10415,9 @@ Object Chem_FakeGLAArmsDealer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 700 + SubdualDamageCap = 700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = CreateObjectDie ModuleTag_08 @@ -10473,11 +10473,11 @@ Object Chem_FakeGLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 127 - ShadowSizeY = 144 + ShadowSizeX = 127.0 + ShadowSizeY = 144.0 BuildCompletion = PLACED_BY_PLAYER End @@ -10589,7 +10589,7 @@ Object Chem_GLASneakAttackTunnelNetworkStart Model = UBSNATK_RS End End - PlacementViewAngle = -44 + PlacementViewAngle = -44.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -10600,7 +10600,7 @@ Object Chem_GLASneakAttackTunnelNetworkStart End EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE @@ -10626,9 +10626,9 @@ Object Chem_GLASneakAttackTunnelNetworkStart ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End @@ -10732,7 +10732,7 @@ Object Chem_GLASneakAttackTunnelNetwork End End - PlacementViewAngle = -44 + PlacementViewAngle = -44.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -10743,7 +10743,7 @@ Object Chem_GLASneakAttackTunnelNetwork End EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE Weapon = PRIMARY TunnelNetworkGunDUMMY ; So that AI can attack from it in guard mode. @@ -10772,25 +10772,25 @@ Object Chem_GLASneakAttackTunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End Behavior = AIUpdateInterface ModuleTag_AI Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES Stealthed ; defensive weapon @@ -10894,7 +10894,7 @@ Object Chem_GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -10904,7 +10904,7 @@ Object Chem_GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -10954,7 +10954,7 @@ Object Chem_GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 30 + Animation = UIHERO_SKL.UIHERO_RNA2 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -10965,7 +10965,7 @@ Object Chem_GLAInfantryJarmenKell AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 30 + Animation = UIHERO_SKL.UIHERO_IRNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -11068,8 +11068,8 @@ Object Chem_GLAInfantryJarmenKell Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = Chem_GLABarracks Object = Chem_GLAPalace @@ -11162,10 +11162,10 @@ Object Chem_GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -11206,8 +11206,8 @@ Object Chem_GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -11238,7 +11238,7 @@ Object Chem_GLAInfantryTunnelDefender DefaultConditionState Model = UITunF_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -11252,11 +11252,11 @@ Object Chem_GLAInfantryTunnelDefender End ConditionState = MOVING - Animation = UITunF_SKL.UITunF_WKA 16 - Animation = UITunF_SKL.UITunF_WKB 30 - Animation = UITunF_SKL.UITunF_WKC 30 - Animation = UITunF_SKL.UITunF_RNA 15 - Animation = UITunF_SKL.UITunF_RNB 25 + Animation = UITunF_SKL.UITunF_WKA 16.0 + Animation = UITunF_SKL.UITunF_WKB 30.0 + Animation = UITunF_SKL.UITunF_WKC 30.0 + Animation = UITunF_SKL.UITunF_RNA 15.0 + Animation = UITunF_SKL.UITunF_RNB 25.0 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -11343,8 +11343,8 @@ Object Chem_GLAInfantryTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = Chem_GLATunnelNetwork ; End @@ -11415,10 +11415,10 @@ Object Chem_GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -11463,8 +11463,8 @@ Object Chem_GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -11485,7 +11485,7 @@ Object Chem_GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -11506,7 +11506,7 @@ Object Chem_GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -11599,7 +11599,7 @@ Object Chem_GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = Chem_GLABarracks @@ -11626,7 +11626,7 @@ Object Chem_GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -11654,7 +11654,7 @@ Object Chem_GLAInfantryStingerSoldier ; Behavior = StealthUpdate ModuleTag_09 ; StealthDelay = 2500 ; msec ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 ; InnateStealth = NO ; Requires upgrade first ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -11684,10 +11684,10 @@ Object Chem_GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -11732,8 +11732,8 @@ Object Chem_GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -11761,7 +11761,7 @@ Object Chem_GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -11793,7 +11793,7 @@ Object Chem_GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 15 + Animation = UITRST_SKL.UITRST_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -11802,7 +11802,7 @@ Object Chem_GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -11873,8 +11873,8 @@ Object Chem_GLAInfantryTerrorist Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = Chem_GLABarracks End @@ -11969,10 +11969,10 @@ Object Chem_GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 OCL = INITIAL Chem_PoisonFieldGammaLarge End @@ -12021,8 +12021,8 @@ Object Chem_GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12084,8 +12084,8 @@ Object Chem_GLAInfantryAngryMobNexus BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; it can scout for the spawn - ShroudClearingRange = 0 + VisionRange = 150.0 ; it can scout for the spawn + ShroudClearingRange = 0.0 Prerequisites Object = Chem_GLABarracks @@ -12196,10 +12196,10 @@ Object Chem_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0.0 12 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -12275,9 +12275,9 @@ Object Chem_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0.0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -12420,8 +12420,8 @@ Object Chem_GLAInfantryAngryMobPistol01 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Chem_GLABarracks End @@ -12496,10 +12496,10 @@ Object Chem_GLAInfantryAngryMobPistol01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabMaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -12537,8 +12537,8 @@ Object Chem_GLAInfantryAngryMobPistol01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12557,10 +12557,10 @@ Object Chem_GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -12635,9 +12635,9 @@ Object Chem_GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0.0 6 IdleAnimation = UIMOB02_SKL.UIMOB02_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -12745,8 +12745,8 @@ Object Chem_GLAInfantryAngryMobRock02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Chem_GLABarracks End @@ -12821,10 +12821,10 @@ Object Chem_GLAInfantryAngryMobRock02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabFemaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -12862,8 +12862,8 @@ Object Chem_GLAInfantryAngryMobRock02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12884,10 +12884,10 @@ ObjectReskin Chem_GLAInfantryAngryMobPistol03 Chem_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0.0 12 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -12965,9 +12965,9 @@ ObjectReskin Chem_GLAInfantryAngryMobPistol03 Chem_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0.0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -13120,10 +13120,10 @@ ObjectReskin Chem_GLAInfantryAngryMobRock04 Chem_GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0 12 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0.0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -13205,9 +13205,9 @@ ObjectReskin Chem_GLAInfantryAngryMobRock04 Chem_GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0.0 6 IdleAnimation = UIMOB04_SKL.UIMOB04_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -13320,10 +13320,10 @@ ObjectReskin Chem_GLAInfantryAngryMobPistol05 Chem_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0.0 12 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -13399,9 +13399,9 @@ ObjectReskin Chem_GLAInfantryAngryMobPistol05 Chem_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0.0 6 IdleAnimation = UIMOB05_SKL.UIMOB05_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -13558,10 +13558,10 @@ Object Chem_GLAInfantryAngryMobMolotov02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_B @@ -13667,8 +13667,8 @@ Object Chem_GLAInfantryAngryMobMolotov02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Chem_GLABarracks @@ -13744,10 +13744,10 @@ Object Chem_GLAInfantryAngryMobMolotov02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabFemaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -13785,8 +13785,8 @@ Object Chem_GLAInfantryAngryMobMolotov02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13820,14 +13820,14 @@ Object Chem_GLAInfantryWorker DefaultConditionState Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -13849,7 +13849,7 @@ Object Chem_GLAInfantryWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving @@ -13925,7 +13925,7 @@ Object Chem_GLAInfantryWorker ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -13939,7 +13939,7 @@ Object Chem_GLAInfantryWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -14029,8 +14029,8 @@ Object Chem_GLAInfantryWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = Chem_GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -14071,13 +14071,13 @@ Object Chem_GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 8 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -14116,10 +14116,10 @@ Object Chem_GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -14184,8 +14184,8 @@ Object Chem_GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -14367,8 +14367,8 @@ Object Chem_GLATankScorpion End BuildCost = 650 BuildTime = 7.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLAArmsDealer End @@ -14406,14 +14406,14 @@ Object Chem_GLATankScorpion ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 740 + SubdualDamageCap = 740.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -14489,7 +14489,7 @@ Object Chem_GLATankScorpion GeometryHeight = 10.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14601,8 +14601,8 @@ Object Chem_GLAVehicleRocketBuggy End BuildCost = 1100 BuildTime = 10.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLAArmsDealer Object = Chem_GLAPalace @@ -14641,18 +14641,18 @@ Object Chem_GLAVehicleRocketBuggy KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 120 - InitialHealth = 120 + MaxHealth = 120.0 + InitialHealth = 120.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 240 + SubdualDamageCap = 240.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 90 + TurretTurnRate = 90.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -14733,7 +14733,7 @@ Object Chem_GLAVehicleRocketBuggy GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15417,8 +15417,8 @@ Object Chem_GLAVehicleCombatBike End BuildCost = 550 BuildTime = 4.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLAArmsDealer End @@ -15457,19 +15457,19 @@ Object Chem_GLAVehicleCombatBike KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -15604,7 +15604,7 @@ Object Chem_GLAVehicleCombatBike Slots = 1 InitialPayload = Chem_GLAInfantryRebel 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -15685,7 +15685,7 @@ Object Chem_GLAVehicleCombatBike GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15846,7 +15846,7 @@ Object Chem_GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -15876,8 +15876,8 @@ Object Chem_GLAVehicleQuadCannon End BuildCost = 750 BuildTime = 6.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLAArmsDealer End @@ -15922,15 +15922,15 @@ Object Chem_GLAVehicleQuadCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 440 + SubdualDamageCap = 440.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -15998,7 +15998,7 @@ Object Chem_GLAVehicleQuadCannon GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16191,7 +16191,7 @@ Object Chem_GLAVehicleToxinTruck RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray @@ -16249,8 +16249,8 @@ Object Chem_GLAVehicleToxinTruck End BuildCost = 650 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Chem_GLAArmsDealer End @@ -16293,19 +16293,19 @@ Object Chem_GLAVehicleToxinTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = YES Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 8 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 8.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn ControlledWeaponSlots = PRIMARY End @@ -16394,7 +16394,7 @@ Object Chem_GLAVehicleToxinTruck GeometryHeight = 10.0 ; set to make the projectile stream look right GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16470,8 +16470,8 @@ Object Chem_GLAVehicleBombTruck End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = Chem_GLAArmsDealer Object = Chem_GLAPalace @@ -16510,9 +16510,9 @@ Object Chem_GLAVehicleBombTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 440 + SubdualDamageCap = 440.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level @@ -16682,7 +16682,7 @@ Object Chem_GLAVehicleBombTruck GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16825,8 +16825,8 @@ Object Chem_GLAVehicleScudLauncher End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLAArmsDealer Object = Chem_GLAPalace @@ -16870,16 +16870,16 @@ Object Chem_GLAVehicleScudLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -16951,7 +16951,7 @@ Object Chem_GLAVehicleScudLauncher GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17048,9 +17048,9 @@ Object Chem_GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -17112,7 +17112,7 @@ Object Chem_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -17179,7 +17179,7 @@ Object Chem_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -17267,8 +17267,8 @@ Object Chem_GLAVehicleTechnicalChassisOne ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLAArmsDealer End @@ -17313,21 +17313,21 @@ Object Chem_GLAVehicleTechnicalChassisOne End Body = ActiveBody ModuleTag_04 - MaxHealth = 180 - InitialHealth = 180 + MaxHealth = 180.0 + InitialHealth = 180.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -17401,7 +17401,7 @@ Object Chem_GLAVehicleTechnicalChassisOne GeometryHeight = 7.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17449,9 +17449,9 @@ ObjectReskin Chem_GLAVehicleTechnicalChassisTwo Chem_GLAVehicleTechnicalChassisO DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -17513,7 +17513,7 @@ ObjectReskin Chem_GLAVehicleTechnicalChassisTwo Chem_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -17581,7 +17581,7 @@ ObjectReskin Chem_GLAVehicleTechnicalChassisTwo Chem_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -17701,9 +17701,9 @@ ObjectReskin Chem_GLAVehicleTechnicalChassisThree Chem_GLAVehicleTechnicalChassi DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -17765,7 +17765,7 @@ ObjectReskin Chem_GLAVehicleTechnicalChassisThree Chem_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -17832,7 +17832,7 @@ ObjectReskin Chem_GLAVehicleTechnicalChassisThree Chem_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -18064,8 +18064,8 @@ Object Chem_GLATankMarauder End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLAArmsDealer Science = SCIENCE_MarauderTank @@ -18106,9 +18106,9 @@ Object Chem_GLATankMarauder ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 860 + SubdualDamageCap = 860.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -18174,7 +18174,7 @@ Object Chem_GLATankMarauder GeometryHeight = 9.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18239,8 +18239,8 @@ Object Chem_GLAVehicleRadarVan End BuildCost = 550 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 500 + VisionRange = 200.0 + ShroudClearingRange = 500.0 Prerequisites Object = Chem_GLAArmsDealer End @@ -18273,14 +18273,14 @@ Object Chem_GLAVehicleRadarVan KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL Body = ActiveBody ModuleTag_02 - MaxHealth = 200 - InitialHealth = 200 + MaxHealth = 200.0 + InitialHealth = 200.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 400 + SubdualDamageCap = 400.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End ExperienceValue = 20 20 20 20 ; Experience point value at each level @@ -18313,7 +18313,7 @@ Object Chem_GLAVehicleRadarVan Behavior = AIUpdateInterface ModuleTag_09 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 ControlledWeaponSlots = PRIMARY End End @@ -18352,7 +18352,7 @@ Object Chem_GLAVehicleRadarVan Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 250 ; Dustin, enable this for independent balancing! + DetectionRange = 250.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -18378,7 +18378,7 @@ Object Chem_GLAVehicleRadarVan GeometryHeight = 12.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18533,7 +18533,7 @@ Object Chem_GLAVehicleBattleBus PowerslideSpray = RocketBuggyDirtPowerSlide End - PlacementViewAngle = 180 + PlacementViewAngle = 180.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BattleBus Side = GLAToxinGeneral @@ -18585,8 +18585,8 @@ Object Chem_GLAVehicleBattleBus BuildCost = 1100 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = Chem_GLAArmsDealer Object = Chem_GLAPalace @@ -18626,9 +18626,9 @@ Object Chem_GLAVehicleBattleBus ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 750 + SubdualDamageCap = 750.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End IsTrainable = NO @@ -18686,9 +18686,9 @@ Object Chem_GLAVehicleBattleBus ; Module 11 cut. ; Behavior = HordeUpdate ModuleTag_11 - ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + ; RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman ; UpdateRate = 1000 ; how often to recheck horde status (msec) - ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + ; Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) ; AlliesOnly = YES ; do we only count allies towards horde status? ; ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) ; Count = 5 ; how many units must be within Radius to grant us horde-ness @@ -18737,7 +18737,7 @@ Object Chem_GLAVehicleBattleBus GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19157,7 +19157,7 @@ Object Chem_GLATunnelNetwork End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Chem_TunnelNetwork @@ -19171,7 +19171,7 @@ Object Chem_GLATunnelNetwork BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -19210,9 +19210,9 @@ Object Chem_GLATunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = WeaponSetUpgrade ModuleTag_08 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma @@ -19220,21 +19220,21 @@ Object Chem_GLATunnelNetwork Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES Stealthed ; ATTACK_BUILDINGS ; defensive weapon End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; Kris: Removed this module because units exiting the container would extract information from @@ -19542,7 +19542,7 @@ Object Chem_ToxicInfantryGamma Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** @@ -19617,7 +19617,7 @@ Object Chem_ScudStormMissile KindOf = PROJECTILE ; BALLISTIC_MISSILE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -19641,10 +19641,10 @@ Object Chem_ScudStormMissile Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = NO FuelLifetime = 0 ; zero is infinite - InitialVelocity = 0 ; in dist/sec + InitialVelocity = 0.0 ; in dist/sec IgnitionFX = FX_ScudStormIgnition - DistanceToTravelBeforeTurning = 500 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + DistanceToTravelBeforeTurning = 500.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor @@ -19803,9 +19803,9 @@ Object Chem_StingerMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -19828,16 +19828,16 @@ Object Chem_StingerMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 5000 - InitialVelocity = 200 ; in dist/sec + InitialVelocity = 200.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 5 + DistanceToTravelBeforeTurning = 5.0 IgnitionFX = NONE - DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. + DistanceToTargetForLock = 100.0 ; If it gets within 100 of the target, it kills the target. End Behavior = WeaponBonusUpgrade Upgrade_01 @@ -19884,7 +19884,7 @@ Object Chem_GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrdTOX_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -19896,7 +19896,7 @@ Object Chem_GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -19905,7 +19905,7 @@ Object Chem_GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -19913,7 +19913,7 @@ Object Chem_GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -20044,8 +20044,8 @@ Object Chem_GLAInfantryRebel Armor = ChemReb_HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLABarracks End @@ -20100,7 +20100,7 @@ Object Chem_GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -20145,10 +20145,10 @@ Object Chem_GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -20212,8 +20212,8 @@ Object Chem_GLAInfantryRebel GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -20259,16 +20259,16 @@ Object Chem_ToxinStreamProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; toxins collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 500 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 @@ -20278,7 +20278,7 @@ Object Chem_ToxinStreamProjectile Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:GC_Chem_ToxinTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:GC_Chem_ToxinTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 diff --git a/GeneralsZH/Data/INI/Object/ChinaAir.ini b/GeneralsZH/Data/INI/Object/ChinaAir.ini index d14fcfe..8de68bf 100644 --- a/GeneralsZH/Data/INI/Object/ChinaAir.ini +++ b/GeneralsZH/Data/INI/Object/ChinaAir.ini @@ -68,7 +68,7 @@ Object ChinaVehicleHelix Side = China TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1500 BuildTime = 20.0 ; in seconds Prerequisites @@ -157,15 +157,15 @@ Object ChinaVehicleHelix SpiralOrbitTurnRate = 80.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 210.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = HelixDamagedLoop - MinSelfSpin = 40 ; in degrees/sec - MaxSelfSpin = 120 ; in degrees/sec - SelfSpinUpdateDelay = 300 ; in milliseconds - SelfSpinUpdateAmount = 5 ; in degrees + MinSelfSpin = 40.0 ; in degrees/sec + MaxSelfSpin = 120.0 ; in degrees/sec + SelfSpinUpdateDelay = 300.0 ; in milliseconds + SelfSpinUpdateAmount = 5.0 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1000 ; in milliseconds - MaxBladeFlyOffDelay = 1000 ; in milliseconds + MinBladeFlyOffDelay = 1000.0 ; in milliseconds + MaxBladeFlyOffDelay = 1000.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades @@ -176,7 +176,7 @@ Object ChinaVehicleHelix OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = HelixRubbleHull End @@ -304,7 +304,7 @@ Object ChinaVehicleHelix GeometryHeight = 30.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -406,7 +406,7 @@ Object ChinaHelixGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -425,7 +425,7 @@ Object ChinaHelixGattlingCannon Behavior = StealthDetectorUpdate ModuleTag_SDU DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 + DetectionRange = 200.0 CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = YES ; Contained means being in a transport or Tunnel Network. End @@ -434,8 +434,8 @@ Object ChinaHelixGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = YES @@ -456,7 +456,7 @@ Object ChinaHelixGattlingCannon GeometryHeight = 9.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -493,7 +493,7 @@ Object ChinaHelixPropagandaTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = China @@ -504,7 +504,7 @@ Object ChinaHelixPropagandaTower Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -544,7 +544,7 @@ Object ChinaHelixPropagandaTower GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -585,7 +585,7 @@ Object ChinaHelixBattleBunker End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = China @@ -596,7 +596,7 @@ Object ChinaHelixBattleBunker Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -623,7 +623,7 @@ Object ChinaHelixBattleBunker GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -738,7 +738,7 @@ Object ChinaJetMIG End BuildCost = 1200 - BuildTime = 10 + BuildTime = 10.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -800,7 +800,7 @@ Object ChinaJetMIG ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -835,7 +835,7 @@ Object ChinaJetMIG Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -963,10 +963,10 @@ Object ChinaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -975,7 +975,7 @@ Object ChinaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -1024,7 +1024,7 @@ Object ChinaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -1047,6 +1047,6 @@ Object ChinaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini b/GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini index 79420c2..3d16e85 100644 --- a/GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini +++ b/GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini @@ -105,7 +105,7 @@ Object ChinaJetMIG_CinematicVersion End BuildCost = 1200 - BuildTime = 15 + BuildTime = 15.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -169,7 +169,7 @@ Object ChinaJetMIG_CinematicVersion ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -204,7 +204,7 @@ Object ChinaJetMIG_CinematicVersion Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -225,7 +225,7 @@ Object ChinaInfantryParadeRedGuard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -289,18 +289,18 @@ Object ChinaInfantryParadeRedGuard TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -363,7 +363,7 @@ Object ChinaInfantryParadeRedGuard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_MAR 12 + Animation = NICNSC_SKL.NICNSC_MAR 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -461,8 +461,8 @@ Object ChinaInfantryParadeRedGuard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaBarracks End @@ -530,10 +530,10 @@ Object ChinaInfantryParadeRedGuard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -586,8 +586,8 @@ Object ChinaInfantryParadeRedGuard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -607,7 +607,7 @@ Object CINE_ChinaInfantryParadeRedGuard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -651,19 +651,19 @@ Object CINE_ChinaInfantryParadeRedGuard TransitionState = TRANS_Stand TRANS_Firing Animation = NICNSC_SKL.NICNSC_SA2AA AnimationMode = ONCE - AnimationSpeedFactorRange = 40 40 + AnimationSpeedFactorRange = 40.0 40.0 End TransitionState = TRANS_Firing TRANS_Stand Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_ATCST AnimationMode = ONCE - AnimationSpeedFactorRange = 40 40 + AnimationSpeedFactorRange = 40.0 40.0 End TransitionState = TRANS_FiringDamaged TRANS_Stand @@ -730,7 +730,7 @@ Object CINE_ChinaInfantryParadeRedGuard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_MAR 12 + Animation = NICNSC_SKL.NICNSC_MAR 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -840,8 +840,8 @@ Object CINE_ChinaInfantryParadeRedGuard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaBarracks End @@ -909,10 +909,10 @@ Object CINE_ChinaInfantryParadeRedGuard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -965,8 +965,8 @@ Object CINE_ChinaInfantryParadeRedGuard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -991,7 +991,7 @@ Object CINE_DemoTrapDetonationObject ; The explodes-next-frame object when a Dem KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -1027,7 +1027,7 @@ Object CINE_SandExplosionDetonationObject ; The explodes-next-frame object when KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -1105,8 +1105,8 @@ Object CINE_ChinaTankBattleMaster End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaWarFactory End @@ -1146,7 +1146,7 @@ Object CINE_ChinaTankBattleMaster Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 ; turn rate, in degrees/sec + TurretTurnRate = 120.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -1211,7 +1211,7 @@ Object CINE_ChinaTankBattleMaster Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 - GeometryHeight = 10 + GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME @@ -1290,8 +1290,8 @@ Object CINE_ChinaTankOverlord End BuildCost = 1800 BuildTime = 20.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -1331,7 +1331,7 @@ Object CINE_ChinaTankOverlord Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 60 ; 30 ; 15 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; 30 ; 15 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -1448,7 +1448,7 @@ Object CINE_ChinaTankOverlord GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1508,8 +1508,8 @@ Object CINE_ChinaVehicleInfernoCannon End BuildCost = 900 BuildTime = 15.0 ; in seconds - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -1555,10 +1555,10 @@ Object CINE_ChinaVehicleInfernoCannon Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 100 - TurretPitchRate = 100 + TurretTurnRate = 100.0 + TurretPitchRate = 100.0 AllowsPitch = YES - FirePitch = 45 + FirePitch = 45.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = NO NotWhileAttacking @@ -1636,9 +1636,9 @@ Object CINE_ChinaVehicleNukeLauncher Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 OkToChangeModelColor = YES @@ -1762,8 +1762,8 @@ Object CINE_ChinaVehicleNukeLauncher End BuildCost = 1600 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 350 + VisionRange = 180.0 + ShroudClearingRange = 350.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -1811,13 +1811,13 @@ Object CINE_ChinaVehicleNukeLauncher Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = YES End AutoAcquireEnemiesWhenIdle = NO @@ -1880,7 +1880,7 @@ Object CINE_ChinaVehicleNukeLauncher GeometryHeight = 17.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1923,8 +1923,8 @@ Object CINE_ChinaVehicleTroopCrawlerEmpty End BuildCost = 700 BuildTime = 1.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaWarFactory End @@ -1980,7 +1980,7 @@ Object CINE_ChinaVehicleTroopCrawlerEmpty Behavior = TransportContain ModuleTag_06 Slots = 10 - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY End @@ -2038,7 +2038,7 @@ Object CINE_ChinaInfantryRedguard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -2102,18 +2102,18 @@ Object CINE_ChinaInfantryRedguard TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -2176,7 +2176,7 @@ Object CINE_ChinaInfantryRedguard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_RNA 48 ; used to be 26 + Animation = NICNSC_SKL.NICNSC_RNA 48.0 ; used to be 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2184,7 +2184,7 @@ Object CINE_ChinaInfantryRedguard AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = NICNSC_SKL.NICNSC_RNB 28 + Animation = NICNSC_SKL.NICNSC_RNB 28.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged @@ -2277,8 +2277,8 @@ Object CINE_ChinaInfantryRedguard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaBarracks End @@ -2332,9 +2332,9 @@ Object CINE_ChinaInfantryRedguard Locomotor = SET_NORMAL CINE_RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -2370,10 +2370,10 @@ Object CINE_ChinaInfantryRedguard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2432,8 +2432,8 @@ Object CINE_ChinaInfantryRedguard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2549,7 +2549,7 @@ Object CINE_ChinaJetMIG End BuildCost = 1000 - BuildTime = 10 + BuildTime = 10.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -2613,7 +2613,7 @@ Object CINE_ChinaJetMIG ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -2648,7 +2648,7 @@ Object CINE_ChinaJetMIG Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2734,8 +2734,8 @@ Object CINE_ChinaTankDragon End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaWarFactory End @@ -2775,11 +2775,11 @@ Object CINE_ChinaTankDragon End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 - TurretPitchRate = 120 + TurretTurnRate = 120.0 + TurretPitchRate = 120.0 - TurretFireAngleSweep = PRIMARY 10 - TurretFireAngleSweep = SECONDARY 60 + TurretFireAngleSweep = PRIMARY 10.0 + TurretFireAngleSweep = SECONDARY 60.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY @@ -2902,7 +2902,7 @@ Object CINE_ChinaInfantryBlackLotus ; idle DefaultConditionState Model = NIHERO_SKN - IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 + IdleAnimation = NIHERO_SKL.NIHERO_STA 0.0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE @@ -2910,7 +2910,7 @@ Object CINE_ChinaInfantryBlackLotus End ConditionState = REALLYDAMAGED - IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 + IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0.0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured @@ -2923,7 +2923,7 @@ Object CINE_ChinaInfantryBlackLotus ; moving ConditionState = MOVING - Animation = NIHero_SKL.NIHero_RNA 20 ; used to have no value here + Animation = NIHero_SKL.NIHero_RNA 20.0 ; used to have no value here AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -3083,8 +3083,8 @@ Object CINE_ChinaInfantryBlackLotus Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaBarracks Object = ChinaPropagandaCenter @@ -3233,10 +3233,10 @@ Object CINE_ChinaInfantryBlackLotus SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3276,8 +3276,8 @@ Object CINE_ChinaInfantryBlackLotus GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3360,8 +3360,8 @@ Object CINE_ChinaAmbassador Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 ExperienceValue = 50 100 150 400 ; Experience point value at each level ExperienceRequired = 0 150 450 900 ; Experience points needed to gain each level @@ -3415,8 +3415,8 @@ Object CINE_ChinaAmbassador GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT diff --git a/GeneralsZH/Data/INI/Object/ChinaInfantry.ini b/GeneralsZH/Data/INI/Object/ChinaInfantry.ini index c850572..5a7889f 100644 --- a/GeneralsZH/Data/INI/Object/ChinaInfantry.ini +++ b/GeneralsZH/Data/INI/Object/ChinaInfantry.ini @@ -26,7 +26,7 @@ Object ChinaInfantryRedguard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -88,18 +88,18 @@ Object ChinaInfantryRedguard TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -164,7 +164,7 @@ Object ChinaInfantryRedguard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_RNA 26 + Animation = NICNSC_SKL.NICNSC_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -173,7 +173,7 @@ Object ChinaInfantryRedguard AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = NICNSC_SKL.NICNSC_RNB 28 + Animation = NICNSC_SKL.NICNSC_RNB 28.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged @@ -263,8 +263,8 @@ Object ChinaInfantryRedguard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaBarracks End @@ -319,9 +319,9 @@ Object ChinaInfantryRedguard Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -357,10 +357,10 @@ Object ChinaInfantryRedguard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -422,8 +422,8 @@ Object ChinaInfantryRedguard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -452,7 +452,7 @@ Object ChinaInfantryBlackLotus ; idle DefaultConditionState Model = NIHERO_SKN - IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 + IdleAnimation = NIHERO_SKL.NIHERO_STA 0.0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE @@ -460,7 +460,7 @@ Object ChinaInfantryBlackLotus End ConditionState = REALLYDAMAGED - IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 + IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0.0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured @@ -633,8 +633,8 @@ Object ChinaInfantryBlackLotus Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 300 - ShroudClearingRange = 400 + VisionRange = 300.0 + ShroudClearingRange = 400.0 Prerequisites Object = ChinaBarracks Object = ChinaPropagandaCenter @@ -797,10 +797,10 @@ Object ChinaInfantryBlackLotus SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -840,8 +840,8 @@ Object ChinaInfantryBlackLotus GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -866,7 +866,7 @@ Object ChinaInfantryTankHunter DefaultConditionState Model = NIMSST_SKN - IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 + IdleAnimation = NIMSST_SKL.NIMSST_STA 0.0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE @@ -899,7 +899,7 @@ Object ChinaInfantryTankHunter AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING - Animation = NIMSST_SKL.NIMSST_RNA 20 + Animation = NIMSST_SKL.NIMSST_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -910,7 +910,7 @@ Object ChinaInfantryTankHunter AliasConditionState = MOVING ATTACKING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NIMSST_SKL.NIMSST_ATA 10 + Animation = NIMSST_SKL.NIMSST_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -989,8 +989,8 @@ Object ChinaInfantryTankHunter Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = ChinaBarracks End @@ -1033,8 +1033,8 @@ Object ChinaInfantryTankHunter Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -1089,10 +1089,10 @@ Object ChinaInfantryTankHunter SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1132,8 +1132,8 @@ Object ChinaInfantryTankHunter GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1160,7 +1160,7 @@ Object ChinaInfantryHacker ; NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN - IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 + IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0.0 25 ; Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB @@ -1171,7 +1171,7 @@ Object ChinaInfantryHacker AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = NIHCKR_SKL.NIHCKR_RNA 14 + Animation = NIHCKR_SKL.NIHCKR_RNA 14.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1283,8 +1283,8 @@ Object ChinaInfantryHacker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaBarracks Object = ChinaPropagandaCenter @@ -1397,10 +1397,10 @@ Object ChinaInfantryHacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1440,8 +1440,8 @@ Object ChinaInfantryHacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT diff --git a/GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini b/GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini index 8dce046..ac0d834 100644 --- a/GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini +++ b/GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini @@ -28,8 +28,8 @@ Object ChinaInfantrySecretPolice Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaBarracks End @@ -93,8 +93,8 @@ Object ChinaInfantrySecretPolice GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -134,7 +134,7 @@ Object ChinaTankOverlordBarrelDebris End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -146,7 +146,7 @@ Object ChinaTankOverlordBarrelDebris Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 2000 End @@ -197,8 +197,8 @@ Object ChinaVehicleTroopCrawlerEmpty End BuildCost = 700 BuildTime = 1.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaWarFactory End @@ -234,9 +234,9 @@ Object ChinaVehicleTroopCrawlerEmpty ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 400 + SubdualDamageCap = 400.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret @@ -261,7 +261,7 @@ Object ChinaVehicleTroopCrawlerEmpty Behavior = TransportContain ModuleTag_06 Slots = 8 - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY End @@ -294,7 +294,7 @@ Object ChinaVehicleTroopCrawlerEmpty GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -379,8 +379,8 @@ Object ChinaAmbassador Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 ExperienceValue = 50 100 150 400 ; Experience point value at each level ExperienceRequired = 0 150 450 900 ; Experience points needed to gain each level @@ -434,8 +434,8 @@ Object ChinaAmbassador GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -459,7 +459,7 @@ Object ChinaInfantryOfficer ; NORMAL STANDING DefaultConditionState Model = NIOFCR_SKN - IdleAnimation = NIOFCR_SKL.NIOFCR_STA 0 21 + IdleAnimation = NIOFCR_SKL.NIOFCR_STA 0.0 21 ; Regular spice animations IdleAnimation = NIOFCR_SKL.NIOFCR_IDA IdleAnimation = NIOFCR_SKL.NIOFCR_IDB @@ -582,8 +582,8 @@ Object ChinaInfantryOfficer Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaBarracks End @@ -639,10 +639,10 @@ Object ChinaInfantryOfficer SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -669,8 +669,8 @@ Object ChinaInfantryOfficer GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -693,7 +693,7 @@ Object ChinaInfantryAgent ; NORMAL STANDING DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 21 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 21 ; Regular spice animations IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB @@ -737,7 +737,7 @@ Object ChinaInfantryAgent AliasConditionState = MOVING RELOADING_B ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 15 + Animation = AIRngr_SKL.AIRngr_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -758,7 +758,7 @@ Object ChinaInfantryAgent ; note that playing animations at abnormal speeds may look odd in some cases. ; (e.g., a "limping" animation played too fast looks really odd.) - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -833,8 +833,8 @@ Object ChinaInfantryAgent Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = ChinaBarracks Object = ChinaPropagandaCenter @@ -913,8 +913,8 @@ Object ChinaInfantryAgent GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -939,7 +939,7 @@ Object ChinaArtilleryCannon Side = China TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 99999.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = AirplaneArmor @@ -979,8 +979,8 @@ Object ChinaArtilleryCannon GeometryMinorRadius = 1.0 GeometryHeight = 1.0 Shadow = SHADOW_DECAL - ShadowSizeX = 1 - ShadowSizeY = 1 + ShadowSizeX = 1.0 + ShadowSizeY = 1.0 ShadowTexture = ShadowI End diff --git a/GeneralsZH/Data/INI/Object/ChinaVehicle.ini b/GeneralsZH/Data/INI/Object/ChinaVehicle.ini index ceeff01..f13f4c1 100644 --- a/GeneralsZH/Data/INI/Object/ChinaVehicle.ini +++ b/GeneralsZH/Data/INI/Object/ChinaVehicle.ini @@ -54,8 +54,8 @@ Object ChinaTankBattleMaster End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaWarFactory End @@ -94,14 +94,14 @@ Object ChinaTankBattleMaster ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 800 + SubdualDamageCap = 800.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 ; turn rate, in degrees/sec + TurretTurnRate = 120.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -111,9 +111,9 @@ Object ChinaTankBattleMaster Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor Behavior = HordeUpdate ModuleTag_04 - RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -181,10 +181,10 @@ Object ChinaTankBattleMaster Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 - GeometryHeight = 10 + GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -267,8 +267,8 @@ Object ChinaTankOverlord End BuildCost = 2000 BuildTime = 20.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -309,14 +309,14 @@ Object ChinaTankOverlord ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 60 ; 30 ; 15 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; 30 ; 15 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -438,7 +438,7 @@ Object ChinaTankOverlord GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -542,7 +542,7 @@ Object ChinaTankOverlordGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -561,8 +561,8 @@ Object ChinaTankOverlordGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = YES @@ -588,7 +588,7 @@ Object ChinaTankOverlordGattlingCannon GeometryHeight = 9.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -630,7 +630,7 @@ Object ChinaTankOverlordPropagandaTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = China @@ -641,7 +641,7 @@ Object ChinaTankOverlordPropagandaTower Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -681,7 +681,7 @@ Object ChinaTankOverlordPropagandaTower GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -727,7 +727,7 @@ Object ChinaTankOverlordBattleBunker End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = China @@ -738,7 +738,7 @@ Object ChinaTankOverlordBattleBunker Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -773,7 +773,7 @@ Object ChinaTankOverlordBattleBunker GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -858,8 +858,8 @@ Object ChinaTankDragon End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = ChinaWarFactory End @@ -899,19 +899,19 @@ Object ChinaTankDragon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 560 + SubdualDamageCap = 560.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 - TurretPitchRate = 120 + TurretTurnRate = 120.0 + TurretPitchRate = 120.0 AllowsPitch = YES - MinPhysicalPitch = -15 + MinPhysicalPitch = -15.0 - TurretFireAngleSweep = PRIMARY 10 - TurretFireAngleSweep = SECONDARY 60 + TurretFireAngleSweep = PRIMARY 10.0 + TurretFireAngleSweep = SECONDARY 60.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY @@ -1010,7 +1010,7 @@ Object ChinaTankDragon GeometryHeight = 11.0 ; Height set to allow clear clipping of the projectile stream GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1061,7 +1061,7 @@ Object ChinaVehicleTroopCrawler MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End @@ -1082,8 +1082,8 @@ Object ChinaVehicleTroopCrawler End BuildCost = 1400 BuildTime = 15.0 ; in seconds - VisionRange = 175 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! - ShroudClearingRange = 400 + VisionRange = 175.0 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! + ShroudClearingRange = 400.0 Prerequisites Object = ChinaWarFactory End @@ -1123,9 +1123,9 @@ Object ChinaVehicleTroopCrawler ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) @@ -1159,7 +1159,7 @@ Object ChinaVehicleTroopCrawler Slots = 8 InitialPayload = ChinaInfantryRedguard 8 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -1212,7 +1212,7 @@ Object ChinaVehicleTroopCrawler GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1280,8 +1280,8 @@ Object ChinaVehicleInfernoCannon End BuildCost = 900 BuildTime = 15.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -1321,9 +1321,9 @@ Object ChinaVehicleInfernoCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 240 + SubdualDamageCap = 240.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_03 @@ -1333,10 +1333,10 @@ Object ChinaVehicleInfernoCannon Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 100 - TurretPitchRate = 100 + TurretTurnRate = 100.0 + TurretPitchRate = 100.0 AllowsPitch = YES - FirePitch = 45 + FirePitch = 45.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = NO NotWhileAttacking @@ -1396,7 +1396,7 @@ Object ChinaVehicleInfernoCannon GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1422,9 +1422,9 @@ Object ChinaVehicleNukeLauncher Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 OkToChangeModelColor = YES @@ -1561,8 +1561,8 @@ Object ChinaVehicleNukeLauncher End BuildCost = 1600 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 350 + VisionRange = 180.0 + ShroudClearingRange = 350.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -1604,9 +1604,9 @@ Object ChinaVehicleNukeLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_03 @@ -1616,13 +1616,13 @@ Object ChinaVehicleNukeLauncher Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = YES End AutoAcquireEnemiesWhenIdle = NO @@ -1689,7 +1689,7 @@ Object ChinaVehicleNukeLauncher GeometryHeight = 17.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1818,8 +1818,8 @@ Object ChinaTankGattling End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = ChinaWarFactory End @@ -1860,19 +1860,19 @@ Object ChinaTankGattling ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger End AutoAcquireEnemiesWhenIdle = YES MoodAttackCheckRate = 250 @@ -1927,7 +1927,7 @@ Object ChinaTankGattling GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2002,8 +2002,8 @@ Object ChinaVehicleSupplyTruck TransportSlotCount = 2 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaSupplyCenter End @@ -2043,15 +2043,15 @@ Object ChinaVehicleSupplyTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor @@ -2105,7 +2105,7 @@ Object ChinaVehicleSupplyTruck GeometryHeight = 14.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2172,8 +2172,8 @@ Object ChinaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE @@ -2223,14 +2223,14 @@ Object ChinaVehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -2289,7 +2289,7 @@ Object ChinaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2338,8 +2338,8 @@ Object ChinaTankECM End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter @@ -2380,20 +2380,20 @@ Object ChinaTankECM ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec FiresWhileTurning = NO MinIdleScanInterval = 0 ; in milliseconds MaxIdleScanInterval = 0 ; in milliseconds RecenterTime = 0 - MinIdleScanAngle = 180 ; in degrees off the natural turret angle - MaxIdleScanAngle = 180 ; in degrees off the natural turret angle + MinIdleScanAngle = 180.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 180.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = NO End @@ -2449,7 +2449,7 @@ Object ChinaTankECM GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2488,7 +2488,7 @@ Object ChinaVehicleListeningOutpost LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End Draw = W3DModelDraw ModuleTag_33 @@ -2574,8 +2574,8 @@ Object ChinaVehicleListeningOutpost End BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 250 - ShroudClearingRange = 500 + VisionRange = 250.0 + ShroudClearingRange = 500.0 Prerequisites Object = ChinaWarFactory End @@ -2615,13 +2615,13 @@ Object ChinaVehicleListeningOutpost ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 300 ; John, enable this for independent balancing! + DetectionRange = 300.0 ; John, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. PingSound = IRPing @@ -2655,7 +2655,7 @@ Object ChinaVehicleListeningOutpost Slots = 2 InitialPayload = ChinaInfantryTankHunter 2 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -2711,6 +2711,6 @@ Object ChinaVehicleListeningOutpost GeometryHeight = 22.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/CivilianBuilding.ini b/GeneralsZH/Data/INI/Object/CivilianBuilding.ini index 64e1e9b..003fbb5 100644 --- a/GeneralsZH/Data/INI/Object/CivilianBuilding.ini +++ b/GeneralsZH/Data/INI/Object/CivilianBuilding.ini @@ -393,7 +393,7 @@ Object SupplyWarehouse Behavior = SupplyWarehouseCripplingBehavior ModuleTag_04 SelfHealSupression = 3000 ; Time since last damage until I can start to heal SelfHealDelay = 500 ; Once I am okay to heal, how often to do so - SelfHealAmount = 5 ; And how much + SelfHealAmount = 5.0 ; And how much ; The Crippling part is tied to ReallyDamaged, or 30% health. End @@ -407,7 +407,7 @@ Object SupplyWarehouse End Behavior = FlammableUpdate ModuleTag_08 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -652,15 +652,15 @@ Object GLAToxinTank Side = GLA EditorSorting = STRUCTURE TransportSlotCount = 1 - VisionRange = 300 + VisionRange = 300.0 ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS STRUCTURE IMMOBILE Body = ActiveBody ModuleTag_02 - MaxHealth = 1000 - InitialHealth = 1000 + MaxHealth = 1000.0 + InitialHealth = 1000.0 End ArmorSet @@ -684,7 +684,7 @@ Object GLAToxinTank End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -697,7 +697,7 @@ Object GLAToxinTank GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -838,7 +838,7 @@ Object CivilianAirport End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1015,7 +1015,7 @@ Object CivilianHangar End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1191,7 +1191,7 @@ Object GermanTownHouse1 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1377,7 +1377,7 @@ Object GermanTownHall End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1553,7 +1553,7 @@ Object EuropeanMuseum End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1731,7 +1731,7 @@ Object GermanCotage01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -1907,7 +1907,7 @@ Object GermanPub01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2084,7 +2084,7 @@ Object GermanPub02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2266,7 +2266,7 @@ Object GermanWindMill01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2442,7 +2442,7 @@ Object BarnShed End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2616,7 +2616,7 @@ Object Chalet End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2792,7 +2792,7 @@ Object StanApartment01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -2968,7 +2968,7 @@ Object StanApartment02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3147,7 +3147,7 @@ Object StanConvenienceStore01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3325,7 +3325,7 @@ Object StanConvenienceStore02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3502,7 +3502,7 @@ Object StanGasStation End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3682,7 +3682,7 @@ Object StanGasStation02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -3859,7 +3859,7 @@ Object StanHotel01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4036,7 +4036,7 @@ Object StanHotel02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4213,7 +4213,7 @@ Object StanRestaurant01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4392,7 +4392,7 @@ Object StanRestaurant02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4570,7 +4570,7 @@ Object StanSchoolhouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4747,7 +4747,7 @@ Object StanSmallRetail01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -4924,7 +4924,7 @@ Object StanSmallRetail02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5020,7 +5020,7 @@ Object StanSmallRetail03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5198,7 +5198,7 @@ Object StanSovietOffice01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5377,7 +5377,7 @@ Object StanSovietOffice02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5560,7 +5560,7 @@ Object CINE_StanSovietOffice02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5735,7 +5735,7 @@ Object GermanTownHouse2 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -5988,7 +5988,7 @@ Object SecretLab End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6251,7 +6251,7 @@ Object AsianMegaMall01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6429,7 +6429,7 @@ Object AsianElectricRetail End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6620,7 +6620,7 @@ Object AsianNightClub End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6868,7 +6868,7 @@ Object AsianTVStation End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7065,7 +7065,7 @@ Object EnglishTVStatio End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7252,7 +7252,7 @@ Object AsianArcade End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7448,7 +7448,7 @@ Object AsianDealership End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7638,7 +7638,7 @@ Object AsianBank End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -7835,7 +7835,7 @@ Object AsianRetailStore01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8015,7 +8015,7 @@ Object AsianRetailStore02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8197,7 +8197,7 @@ Object AsianHotel01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8397,7 +8397,7 @@ Object CivilianBunker01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8481,7 +8481,7 @@ Object NuclearBunker End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8572,7 +8572,7 @@ Object NukeBunker01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8738,7 +8738,7 @@ Object AsianOffice01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8913,7 +8913,7 @@ Object CivilianTEROilDepot End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9087,7 +9087,7 @@ Object CivilianTEROutPost End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9299,7 +9299,7 @@ Object MogadishuHighrise01 End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9477,7 +9477,7 @@ Object QuonsetHut01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9652,7 +9652,7 @@ Object StanHanger01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -9832,7 +9832,7 @@ Object CINE_MH03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10008,7 +10008,7 @@ Object StanHanger02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10084,7 +10084,7 @@ Object StanOilTank01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10155,7 +10155,7 @@ Object StanOilTank02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10324,7 +10324,7 @@ Object VehicleHanger01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10538,7 +10538,7 @@ Object StanWatchTowerTall ; DamageFXTypes = ALL -WATER ; RubbleFXList1 = bone:Fire02 OnlyOnce:YES 3000 3000 FXList:FX_DefaultStructureSecondary ; DamageParticleTypes = ALL -WATER - ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000 3000 PSys:StructureToppleSmokeTrail + ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000.0 3000.0 PSys:StructureToppleSmokeTrail ; End ; Behavior = BoneFXDamage ModuleTag_06 @@ -10553,7 +10553,7 @@ Object StanWatchTowerTall ; End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10641,7 +10641,7 @@ Object GLAVictoryStatue_Topple ; DamageFXTypes = ALL -WATER ; RubbleFXList1 = bone:Fire02 OnlyOnce:YES 3000 3000 FXList:FX_DefaultStructureSecondary ; DamageParticleTypes = ALL -WATER - ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000 3000 PSys:StructureToppleSmokeTrail + ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000.0 3000.0 PSys:StructureToppleSmokeTrail ; End ; Behavior = BoneFXDamage ModuleTag_06 @@ -10656,7 +10656,7 @@ Object GLAVictoryStatue_Topple ; End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10812,7 +10812,7 @@ Object Shack End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -10985,7 +10985,7 @@ Object BarnCoop End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11164,7 +11164,7 @@ Object RiverHouse01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11345,7 +11345,7 @@ Object RiverHouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11524,7 +11524,7 @@ Object BoatDocks01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11699,7 +11699,7 @@ Object BoatDocks02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -11876,7 +11876,7 @@ Object GasStorageFacility End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12057,7 +12057,7 @@ Object SovietGovernmentBuildingSmall End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12238,7 +12238,7 @@ Object IndustrialBuilding02 Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12418,7 +12418,7 @@ Object IndustrialBuilding01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12595,7 +12595,7 @@ Object EuropeanParkingGarage End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12769,7 +12769,7 @@ Object Tent01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -12937,7 +12937,7 @@ Object Tent02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13105,7 +13105,7 @@ Object Tent03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13273,7 +13273,7 @@ Object Tent04 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13408,7 +13408,7 @@ Object StanTallTower End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13580,7 +13580,7 @@ Object ConvienceStore End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13756,7 +13756,7 @@ Object GasStation End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -13932,7 +13932,7 @@ Object WaterPlant End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14109,7 +14109,7 @@ Object StanTownHall01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14285,7 +14285,7 @@ Object StanTownHall02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14456,7 +14456,7 @@ Object Crypt01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14629,7 +14629,7 @@ Object OilRefinery End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -14809,7 +14809,7 @@ Object SovietBuilding End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15002,7 +15002,7 @@ Object SovietRadioBuilding ; End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15168,7 +15168,7 @@ Object GrassHut01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15335,7 +15335,7 @@ Object GrassHut02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15502,7 +15502,7 @@ Object GrassHut03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15669,7 +15669,7 @@ Object GrassHut04 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -15839,7 +15839,7 @@ Object WoodTower End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16012,7 +16012,7 @@ Object GuardTower End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16189,7 +16189,7 @@ Object MogadishuGarage End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16368,7 +16368,7 @@ Object MogadishuShop01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16544,7 +16544,7 @@ Object MogadishuShop02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16715,7 +16715,7 @@ Object MogadishuHouse01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -16889,7 +16889,7 @@ Object MogadishuGarage02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17135,7 +17135,7 @@ Object MogadishuHighrise02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17312,7 +17312,7 @@ Object MogadishuHighrise03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17489,7 +17489,7 @@ Object FarmHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17691,7 +17691,7 @@ Object EuroHighrise End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -17868,7 +17868,7 @@ Object EuroHighrise2 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18045,7 +18045,7 @@ Object MidEastCathedral02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18223,7 +18223,7 @@ Object MogadishuHouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18524,7 +18524,7 @@ Object TallTower02 End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18711,7 +18711,7 @@ Object CivilianHighrise01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -18913,7 +18913,7 @@ Object CivilianHighrise02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19077,9 +19077,9 @@ Object Dam End ; Note, must be after CreateObjectDie Geometry = BOX - GeometryMajorRadius = 150 ; 25.0 - GeometryMinorRadius = 25 ; 16.0 - GeometryHeight = 200 ; 50.0 + GeometryMajorRadius = 150.0 ; 25.0 + GeometryMinorRadius = 25.0 ; 16.0 + GeometryHeight = 200.0 ; 50.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -19276,7 +19276,7 @@ Object WatchTower03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19452,7 +19452,7 @@ Object MogadishuHouse03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19629,7 +19629,7 @@ Object MogadishuHouse04 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19806,7 +19806,7 @@ Object MogadishuHouse05 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -19984,7 +19984,7 @@ Object MogadishuHouse06 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20161,7 +20161,7 @@ Object MogadishuHouse07 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20339,7 +20339,7 @@ Object MogadishuHouse08 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20515,7 +20515,7 @@ Object MogadishuHouse09 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20694,7 +20694,7 @@ Object MogadishuHouse10 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -20722,7 +20722,7 @@ Object MogadishuHouse10 Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 28.0 - GeometryHeight = 40v.0 + GeometryHeight = 40.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -20870,7 +20870,7 @@ Object MogadishuHouse11 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21048,7 +21048,7 @@ Object MogadishuHouse12 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21170,7 +21170,7 @@ Object MogadishuHouse13 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21289,7 +21289,7 @@ Object MogadishuSmallApartment End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21440,7 +21440,7 @@ Object MogadishuArchedHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21590,7 +21590,7 @@ Object MogadishuDome End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21767,7 +21767,7 @@ Object MogadishuTower04 DamageFXTypes = ALL -WATER RubbleFXList1 = bone:Smoke02 OnlyOnce:YES 3000 3000 FXList:FX_DefaultStructureSecondary DamageParticleTypes = ALL -WATER - RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000 3000 PSys:StructureToppleSmokeTrail + RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000.0 3000.0 PSys:StructureToppleSmokeTrail End Behavior = BoneFXDamage ModuleTag_06 @@ -21782,7 +21782,7 @@ Object MogadishuTower04 End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -21956,7 +21956,7 @@ Object MogadishuTower05 DamageFXTypes = ALL -WATER RubbleFXList1 = bone:Smoke02 OnlyOnce:YES 3000 3000 FXList:FX_DefaultStructureSecondary DamageParticleTypes = ALL -WATER - RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000 3000 PSys:StructureToppleSmokeTrail + RubbleParticleSystem1 = bone:Fire02 OnlyOnce:YES 3000.0 3000.0 PSys:StructureToppleSmokeTrail End Behavior = BoneFXDamage ModuleTag_06 @@ -21971,7 +21971,7 @@ Object MogadishuTower05 End Behavior = FlammableUpdate ModuleTag_09 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22058,7 +22058,7 @@ Object Outhouse01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22129,7 +22129,7 @@ Object Outhouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22244,7 +22244,7 @@ Object MogadishuHouse15 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22377,7 +22377,7 @@ Object MogadishuHouse16 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22508,7 +22508,7 @@ Object MogadishuHouse17 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22685,7 +22685,7 @@ Object Subway01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22789,7 +22789,7 @@ Object AsiaTownHall01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -22965,7 +22965,7 @@ Object AsianApartmentComplex End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23140,7 +23140,7 @@ Object AsianApartmentUnit End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23314,7 +23314,7 @@ Object ChemicalFactory ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_06 @@ -23328,7 +23328,7 @@ Object ChemicalFactory End Behavior = FlammableUpdate ModuleTag_08 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23482,7 +23482,7 @@ Object PharmaceuticalFactory ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_06 @@ -23496,7 +23496,7 @@ Object PharmaceuticalFactory End Behavior = FlammableUpdate ModuleTag_08 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23585,7 +23585,7 @@ Object ChemicalBunker ; *** DESIGN Parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ; *** AUDIO Parameters *** SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop @@ -23614,7 +23614,7 @@ Object ChemicalBunker ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL - DamageAmount = 1 ; if damage is >= this value, fire the weapon + DamageAmount = 1.0 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_05 @@ -23628,7 +23628,7 @@ Object ChemicalBunker End Behavior = FlammableUpdate ModuleTag_07 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23719,7 +23719,7 @@ Object CINE_ChemicalBunker ; *** DESIGN Parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ; *** AUDIO Parameters *** SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop @@ -23748,7 +23748,7 @@ Object CINE_ChemicalBunker ; ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ; ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded ; DamageTypes = ALL - ; DamageAmount = 1 ; if damage is >= this value, fire the weapon + ; DamageAmount = 1.0 ; if damage is >= this value, fire the weapon ; End Behavior = FXListDie ModuleTag_05 @@ -23762,7 +23762,7 @@ Object CINE_ChemicalBunker End Behavior = FlammableUpdate ModuleTag_07 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -23919,7 +23919,7 @@ Object GasStation03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -24095,7 +24095,7 @@ Object AsiaGovernmentBuilding End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -24271,7 +24271,7 @@ Object AsianTrainStation End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -24449,7 +24449,7 @@ Object AsianTrainStation02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -24818,7 +24818,7 @@ Object TechHospital ; *** DESIGN Parameters *** DisplayName = OBJECT:TechHospital EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -24833,7 +24833,7 @@ Object TechHospital End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25090,7 +25090,7 @@ Object TechOilDerrick ; *** DESIGN Parameters *** DisplayName = OBJECT:TechOilDerrick EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING @@ -25112,7 +25112,7 @@ Object TechOilDerrick End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25389,7 +25389,7 @@ Object TechOilRefinery ; *** DESIGN Parameters *** DisplayName = OBJECT:TechOilRefinery EditorSorting = STRUCTURE - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING @@ -25413,7 +25413,7 @@ Object TechOilRefinery End Behavior = FlammableUpdate ModuleTag_07 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25599,7 +25599,7 @@ Object AsiaApartment02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25776,7 +25776,7 @@ Object AsianApartment01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -25863,7 +25863,7 @@ Object ChineeseSpyPost End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26087,7 +26087,7 @@ Object TsingMaTankColumn ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 8000 ; End @@ -26126,7 +26126,7 @@ Object TsingMaInfantryColumn ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 8000 ; End @@ -26427,7 +26427,7 @@ Object Crane End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26499,7 +26499,7 @@ Object BaikonurHanger End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26594,7 +26594,7 @@ Object BaikonurGroundControlCenter End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26709,7 +26709,7 @@ Object BaikonurRocketPad End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26799,7 +26799,7 @@ Object BaikonurRocketPad_C End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -26913,7 +26913,7 @@ Object CINE_Biak End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27040,7 +27040,7 @@ Object CINE_Biak01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27176,7 +27176,7 @@ Object CINE_Biak02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27311,7 +27311,7 @@ Object CINE_Biak03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27433,7 +27433,7 @@ Object CINE_B301 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27554,7 +27554,7 @@ Object CINE_B302 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27675,7 +27675,7 @@ Object CINE_B303 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27797,7 +27797,7 @@ Object CINE_Sattelite1 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -27919,7 +27919,7 @@ Object CINE_Sattelite2 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28032,7 +28032,7 @@ Object CINE_CPlane End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28144,7 +28144,7 @@ Object CINE_CPlane02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28251,7 +28251,7 @@ Object CINE_CShadow End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28366,7 +28366,7 @@ Object CINE_Raptors01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28401,7 +28401,7 @@ Object CINE_Raptors01 GeometryHeight = 1.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End ; Cinematic-only @@ -28482,7 +28482,7 @@ Object CINE_Raptors02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28517,7 +28517,7 @@ Object CINE_Raptors02 GeometryHeight = 1.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End ; Cinematic-only @@ -28598,7 +28598,7 @@ Object CINE_Raptors03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28633,7 +28633,7 @@ Object CINE_Raptors03 GeometryHeight = 1.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End ; Cinematic-only @@ -28708,7 +28708,7 @@ Object CINE_Raptors04 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -28743,7 +28743,7 @@ Object CINE_Raptors04 GeometryHeight = 1.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -28951,7 +28951,7 @@ Object OceanConventionCenter ; End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29032,7 +29032,7 @@ Object SoccerStadiumBleacherEnd End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29174,7 +29174,7 @@ Object SoccerStadiumEntrance End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29303,7 +29303,7 @@ Object SoccerStadiumSideBleachers End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29366,7 +29366,7 @@ Object SoccerStadiumLight End ; Behavior = FlammableUpdate ModuleTag_05 - ; FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + ; FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... ; FlameDamageExpiration = 2000 ; in a span of this long ; AflameDuration = 5000 ; If I catch fire, I'll burn for this long... ; AflameDamageAmount = 25 ; taking this much damage... @@ -29385,7 +29385,7 @@ Object SoccerStadiumLight End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -29459,7 +29459,7 @@ Object AsianSkyScraper01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29574,7 +29574,7 @@ Object AsianMegaHotel01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29669,7 +29669,7 @@ Object AsianOffice02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29782,7 +29782,7 @@ Object InternationalHotel01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29875,7 +29875,7 @@ Object TiananmenGate End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -29969,7 +29969,7 @@ Object ForbiddenCityGates End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30059,7 +30059,7 @@ Object ForbiddenCityWall End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30134,7 +30134,7 @@ Object ForbiddenCityTower End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30318,7 +30318,7 @@ Object ChineeseFireworksFactory End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30499,7 +30499,7 @@ Object WaterfrontWherehouse01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30680,7 +30680,7 @@ Object WaterfrontWherehouse02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -30862,7 +30862,7 @@ Object AirfieldHanger01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31043,7 +31043,7 @@ Object AirfieldHanger02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31118,7 +31118,7 @@ Object GreatWallMiddle End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31177,7 +31177,7 @@ Object GreatWallSmallArch End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31236,7 +31236,7 @@ Object GreatWallLargeArch End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31301,7 +31301,7 @@ Object GreatWallBuilding End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -31366,7 +31366,7 @@ Object GreatWallCorner End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -32723,7 +32723,7 @@ Object AsianApartmentSingle01 KindOf = STRUCTURE SELECTABLE IMMOBILE Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -32828,7 +32828,7 @@ Object StanApartmentSingle01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33110,7 +33110,7 @@ Object TempleOfHeavenFrontHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33235,7 +33235,7 @@ Object TempleOfHeavenSideHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33359,7 +33359,7 @@ Object TempleOfHeavenGateHouse End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33488,7 +33488,7 @@ Object StanTownHall03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33585,7 +33585,7 @@ Object ChinaRetail01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33678,7 +33678,7 @@ Object ChinaRetail02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33774,7 +33774,7 @@ Object ChinaRetail03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33857,7 +33857,7 @@ Object FortressWallMiddle End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -33944,7 +33944,7 @@ Object FortressWallSmallArch End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -34030,7 +34030,7 @@ Object FortressWallLargeArch End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -34135,7 +34135,7 @@ Object FortressWallBuilding End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -34222,7 +34222,7 @@ Object FortressWallCorner End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -34308,7 +34308,7 @@ Object FortressWall45Degree End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -34517,7 +34517,7 @@ Object CINE_EuroHighrise End Behavior = FlammableUpdate ModuleTag_06 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -34699,7 +34699,7 @@ Object CINE_MogadishuHighrise03 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -35045,7 +35045,7 @@ Object GreekHouse1 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -35221,7 +35221,7 @@ Object GreekHouse2 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -35397,7 +35397,7 @@ Object GreekHouse3 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -35573,7 +35573,7 @@ Object GreekShop End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -35753,7 +35753,7 @@ Object Chalet2 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -35926,7 +35926,7 @@ Object Chalet3 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -36099,7 +36099,7 @@ Object CBNukeA End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -36224,7 +36224,7 @@ Object CBNukeB End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -36397,7 +36397,7 @@ Object CBNukeC End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -36545,7 +36545,7 @@ Object CBNukeD End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -36664,7 +36664,7 @@ Object CBNukeE End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -36838,7 +36838,7 @@ Object CBGerbl01 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -37012,7 +37012,7 @@ Object CBGerbl02 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -37186,7 +37186,7 @@ Object CBGerbl03 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -37360,7 +37360,7 @@ Object CBGerbl04 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -37534,7 +37534,7 @@ Object CBGerbl05 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -37708,7 +37708,7 @@ Object CBGerbl06 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -37882,7 +37882,7 @@ Object GermanMuseum End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -38053,9 +38053,9 @@ Object EgyptianPyramidLarge Shadow = SHADOW_VOLUME Geometry = BOX - GeometryMajorRadius = 325 - GeometryMinorRadius = 325 - GeometryHeight = 240 + GeometryMajorRadius = 325.0 + GeometryMinorRadius = 325.0 + GeometryHeight = 240.0 GeometryIsSmall = NO End @@ -38103,9 +38103,9 @@ Object EgyptianPyramidSmall Shadow = SHADOW_VOLUME Geometry = BOX - GeometryMajorRadius = 208 - GeometryMinorRadius = 208 - GeometryHeight = 203 + GeometryMajorRadius = 208.0 + GeometryMinorRadius = 208.0 + GeometryHeight = 203.0 GeometryIsSmall = NO End @@ -38153,9 +38153,9 @@ Object EgyptianSphinx Shadow = SHADOW_VOLUME Geometry = BOX - GeometryMajorRadius = 161 - GeometryMinorRadius = 61 - GeometryHeight = 120 + GeometryMajorRadius = 161.0 + GeometryMinorRadius = 61.0 + GeometryHeight = 120.0 GeometryIsSmall = NO End @@ -38300,7 +38300,7 @@ Object AmericanDriveInScreen ; End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -38474,7 +38474,7 @@ Object AmericanDriveInEntrance End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -38648,7 +38648,7 @@ Object AmericanDriveInSign ; End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -38822,7 +38822,7 @@ Object AmericanDriveInSpeaker ; End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -38996,7 +38996,7 @@ Object AmericanDriveInSnacks End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -39322,7 +39322,7 @@ Object AmericanShop01 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -39496,7 +39496,7 @@ Object AmericanShop02 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -39670,7 +39670,7 @@ Object AmericanHome01 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -39844,7 +39844,7 @@ Object AmericanHome02 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -40018,7 +40018,7 @@ Object AmericanHangar03 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -40192,7 +40192,7 @@ Object AmericanAirport02 End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -40366,7 +40366,7 @@ Object AmericanGasStation ; End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -40540,7 +40540,7 @@ Object AmericanFastFood ; End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -40672,7 +40672,7 @@ Object BioRocketPad End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -40762,7 +40762,7 @@ Object BioRocketPad_C End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -40917,7 +40917,7 @@ Object GermanCastle End Behavior = FlammableUpdate ModuleTag_04 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... diff --git a/GeneralsZH/Data/INI/Object/CivilianProp.ini b/GeneralsZH/Data/INI/Object/CivilianProp.ini index 389b3e8..8219b70 100644 --- a/GeneralsZH/Data/INI/Object/CivilianProp.ini +++ b/GeneralsZH/Data/INI/Object/CivilianProp.ini @@ -33,7 +33,7 @@ ; End ; Behavior = SlowDeathBehavior ModuleTag_04 ; DeathTypes = NONE +TOPPLED -; SinkRate = 2 ; in dist/sec +; SinkRate = 2.0 ; in dist/sec ; SinkDelay = 14000 ; DestructionDelay = 20000 ; End @@ -65,14 +65,14 @@ ; RadarPriority = UNIT ; Behavior = AIUpdateInterface ModuleTag_02 ; Turret -; TurretTurnRate = 100 +; TurretTurnRate = 100.0 ; ControlledWeaponSlots = PRIMARY ; End ; End ; Body = ActiveBody ModuleTag_03 -; MaxHealth = 150 -; InitialHealth = 150 +; MaxHealth = 150.0 +; InitialHealth = 150.0 ; End ; Geometry = CYLINDER @@ -112,7 +112,7 @@ Object StreetLamp End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -158,7 +158,7 @@ Object StreetLamp03 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -278,7 +278,7 @@ Object StreetLamp02 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -533,7 +533,7 @@ Object ChainLinkFence01 KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 27.35 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -551,7 +551,7 @@ Object ChainLinkFence01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -839,7 +839,7 @@ Object BusStop Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -891,7 +891,7 @@ Object BusStop02 Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -980,7 +980,7 @@ Object Dumpster Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 6.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -1032,7 +1032,7 @@ Object FoodCart Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -1084,7 +1084,7 @@ Object FoodCart02 Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -1217,7 +1217,7 @@ Object StreetSign End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -1263,7 +1263,7 @@ Object StopLight End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -1448,8 +1448,8 @@ Object StatueAngel DisplayName = OBJECT:StatueAngel EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -1465,14 +1465,14 @@ Object StatueAngel InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX - GeometryMajorRadius = 3 - GeometryMinorRadius = 3 + GeometryMajorRadius = 3.0 + GeometryMinorRadius = 3.0 GeometryHeight = 7.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -1501,8 +1501,8 @@ Object StatueLenin DisplayName = OBJECT:StatueLenin EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -1518,7 +1518,7 @@ Object StatueLenin InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -1553,8 +1553,8 @@ Object StatueRoman DisplayName = OBJECT:StatueRoman EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -1570,14 +1570,14 @@ Object StatueRoman InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX - GeometryMajorRadius = 4 - GeometryMinorRadius = 4 + GeometryMajorRadius = 4.0 + GeometryMinorRadius = 4.0 GeometryHeight = 7.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -1775,7 +1775,7 @@ Object TrashDumpster Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 7.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -1984,7 +1984,7 @@ Object CheckPointCrossingGuard End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2292,7 +2292,7 @@ Object RoadBarricade01 Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 16.0 - GeometryHeight = 4 + GeometryHeight = 4.0 GeometryIsSmall = NO End @@ -2333,7 +2333,7 @@ Object RoadBarricade02 Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 20.0 - GeometryHeight = 4 + GeometryHeight = 4.0 GeometryIsSmall = NO End @@ -2376,7 +2376,7 @@ Object RoadBarricade03 Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 24.0 - GeometryHeight = 4 + GeometryHeight = 4.0 GeometryIsSmall = NO End @@ -2428,7 +2428,7 @@ Object AsianFruitStand01 Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -2480,7 +2480,7 @@ Object AsianFruitStand02 Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -2525,7 +2525,7 @@ Object AsianFruitStand03 Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -2560,7 +2560,7 @@ Object AsianStreetLight End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2682,7 +2682,7 @@ Object AsianStreetSign End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2729,7 +2729,7 @@ Object AsianStopLight End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2793,7 +2793,7 @@ Object AsianTrashDumpster Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -2939,7 +2939,7 @@ Object ParkingMeter End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -2986,7 +2986,7 @@ Object SignalLights End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3033,7 +3033,7 @@ Object Billboard01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3050,7 +3050,7 @@ Object Billboard01 Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 15.0 - GeometryHeight = 1 + GeometryHeight = 1.0 GeometryIsSmall = YES End @@ -3086,7 +3086,7 @@ Object Billboard02 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3103,7 +3103,7 @@ Object Billboard02 Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 11.0 - GeometryHeight = 1 + GeometryHeight = 1.0 GeometryIsSmall = YES End @@ -3138,7 +3138,7 @@ Object HighwaySign01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3185,7 +3185,7 @@ Object HighwaySign02 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -3622,7 +3622,7 @@ Object ParkGazebo Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -3673,7 +3673,7 @@ Object ParkPavilion Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 14.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -3847,7 +3847,7 @@ Object ClothesLine End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5 DestructionDelay = 10 End @@ -3859,7 +3859,7 @@ Object ClothesLine Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 1.0 - GeometryHeight = 1 + GeometryHeight = 1.0 GeometryIsSmall = NO End @@ -4072,7 +4072,7 @@ Object StreetSign01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4120,7 +4120,7 @@ Object StreetSign02 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4167,7 +4167,7 @@ Object StreetSign03 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4213,7 +4213,7 @@ Object StreetSign04 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4259,7 +4259,7 @@ Object StreetLight03 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4305,7 +4305,7 @@ Object StreetLight04 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -4342,8 +4342,8 @@ Object StoneWall01 DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -4359,14 +4359,14 @@ Object StoneWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX - GeometryMajorRadius = 10 - GeometryMinorRadius = 2 + GeometryMajorRadius = 10.0 + GeometryMinorRadius = 2.0 GeometryHeight = 7.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME @@ -4398,8 +4398,8 @@ ObjectReskin StoneWall01_Column StoneWall01 AliasConditionState = RUBBLE SNOW End - FenceWidth = 3 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 3.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 1.5 GeometryMinorRadius = 1.5 @@ -4433,12 +4433,12 @@ ObjectReskin StoneWall02 StoneWall01 End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4467,12 +4467,12 @@ ObjectReskin StoneWall03 StoneWall01 End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4499,12 +4499,12 @@ ObjectReskin StoneWall04 StoneWall01 Model = PMWallStn2_R ; yes, that's right End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4531,12 +4531,12 @@ ObjectReskin StoneWall05 StoneWall01 Model = PMWalCmnt1_R ; yes, that's right End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4556,12 +4556,12 @@ ObjectReskin StoneWall06 StoneWall01 Model = PMWallBrk2_R ; yes, that's right End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4582,12 +4582,12 @@ ObjectReskin StoneWall06_Corner StoneWall01 End End - FenceWidth = 8 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 8.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 4.0 - GeometryMinorRadius = 4 + GeometryMinorRadius = 4.0 GeometryHeight = 7.0 GeometryIsSmall = NO @@ -4610,12 +4610,12 @@ ObjectReskin StoneWall06_Arch StoneWall01 End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 15 - GeometryMinorRadius = 2 - GeometryHeight = 10 + GeometryMajorRadius = 15.0 + GeometryMinorRadius = 2.0 + GeometryHeight = 10.0 GeometryIsSmall = NO End @@ -4769,8 +4769,8 @@ Object ConcreteWall01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -4787,7 +4787,7 @@ Object ConcreteWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -4853,8 +4853,8 @@ Object BrickWall01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -4871,7 +4871,7 @@ Object BrickWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -4908,8 +4908,8 @@ ObjectReskin BrickWall02 BrickWall01 End End - FenceWidth = 26 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 13.0 @@ -4943,8 +4943,8 @@ ObjectReskin BrickWall03 BrickWall01 End End - FenceWidth = 26 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 13.0 @@ -4971,8 +4971,8 @@ ObjectReskin BrickWall04 BrickWall01 End End - FenceWidth = 37 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 37.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 19.0 @@ -4999,8 +4999,8 @@ ObjectReskin BrickWall05 BrickWall01 End End - FenceWidth = 37 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 37.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 19.0 @@ -5038,8 +5038,8 @@ Object WoodWall01 DisplayName = OBJECT:WoodWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD - FenceWidth = 29 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 29.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -5056,7 +5056,7 @@ Object WoodWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -5093,8 +5093,8 @@ ObjectReskin WoodWall02 WoodWall01 End End - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 1.0 @@ -5123,7 +5123,7 @@ Object PicketFence01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 32.75 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -5140,7 +5140,7 @@ Object PicketFence01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -5180,7 +5180,7 @@ ObjectReskin PicketFence02 PicketFence01 End FenceWidth = 29.5 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15.0 @@ -5237,7 +5237,7 @@ Object StanNewsStand Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES @@ -5421,7 +5421,7 @@ Object MarketVender01 Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 9.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES @@ -5519,7 +5519,7 @@ Object MarketVender03 Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 8.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -5540,8 +5540,8 @@ Object StoneArch01 ; this is a monster; mark it DEFENSIVE_WALL so we can't just drive thru it KindOf = IMMOBILE DEFENSIVE_WALL FORCEATTACKABLE - FenceWidth = 44 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 44.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -5559,7 +5559,7 @@ Object StoneArch01 ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; SinkDelay = 5000 ; DestructionDelay = 10000 ; End @@ -5588,8 +5588,8 @@ Object BrokenWallPiece02 ; this is a monster; mark it DEFENSIVE_WALL so we can't just drive thru it KindOf = IMMOBILE DEFENSIVE_WALL FORCEATTACKABLE - FenceWidth = 36 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 36.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -5607,7 +5607,7 @@ Object BrokenWallPiece02 ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; SinkDelay = 5000 ; DestructionDelay = 10000 ; End @@ -5687,7 +5687,7 @@ Object OldWoodenTelephonePoll End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -5976,7 +5976,7 @@ Object OilStorageTank01 ; End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6042,7 +6042,7 @@ Object WaterStorageTank01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6115,7 +6115,7 @@ Object GasStorageTank02 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6138,7 +6138,7 @@ Object GasStorageTank02 Shadow = SHADOW_VOLUME Geometry = CYLINDER - GeometryMajorRadius = 40 + GeometryMajorRadius = 40.0 GeometryHeight = 60.0 GeometryIsSmall = NO @@ -6181,7 +6181,7 @@ Object GasStorageTank01 End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -6258,7 +6258,7 @@ Object Pump Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -6467,7 +6467,7 @@ Object JunkDealer Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -6519,7 +6519,7 @@ Object JunkDealerStand Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 6.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -6539,7 +6539,7 @@ Object SandbagWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE CAN_SEE_THROUGH_STRUCTURE FORCEATTACKABLE FenceWidth = 8.4 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6585,7 +6585,7 @@ Object SandbagWallCorner EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE CAN_SEE_THROUGH_STRUCTURE FORCEATTACKABLE FenceWidth = 9.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6641,7 +6641,7 @@ Object SandBagWall01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6658,7 +6658,7 @@ Object SandBagWall01 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -6696,7 +6696,7 @@ Object SandBagWall02 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6713,7 +6713,7 @@ Object SandBagWall02 InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -6752,7 +6752,7 @@ Object SandBagWallSmall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 15.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6769,7 +6769,7 @@ Object SandBagWallSmall InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -6802,7 +6802,7 @@ Object SandbagWallEnd EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 9.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 @@ -6819,13 +6819,13 @@ Object SandbagWallEnd InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX - GeometryMajorRadius = 18.5.0 + GeometryMajorRadius = 18.5 GeometryMinorRadius = 4.0 GeometryHeight = 10.0 GeometryIsSmall = NO @@ -6851,7 +6851,7 @@ Object SandbagPile01 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 10.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** ENGINEERING Parameters *** @@ -6862,7 +6862,7 @@ Object SandbagPile01 Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof @@ -6895,7 +6895,7 @@ Object SandbagPile02 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 7.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** ENGINEERING Parameters *** @@ -6906,7 +6906,7 @@ Object SandbagPile02 Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof @@ -6938,7 +6938,7 @@ Object SandbagPile03 EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 10.0 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** ENGINEERING Parameters *** @@ -6949,7 +6949,7 @@ Object SandbagPile03 Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof @@ -7633,7 +7633,7 @@ Object DecorativeBanners End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -7733,7 +7733,7 @@ Object AncientGazebo Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 10.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -7758,8 +7758,8 @@ Object AncientSoldierStatue01 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE CLEARED_BY_BUILD Body = ActiveBody ModuleTag_02 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = ToppleUpdate ModuleTag_03 @@ -7768,7 +7768,7 @@ Object AncientSoldierStatue01 End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -7827,7 +7827,7 @@ Object AncientSoldierStatue02 Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 3.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -7876,7 +7876,7 @@ Object BurningTrashPile Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 7.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -7993,7 +7993,7 @@ Object BurntTruckHulk Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -8210,7 +8210,7 @@ Object Banners End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -8767,7 +8767,7 @@ Object OutHouse Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 5.0 - GeometryHeight = 2 + GeometryHeight = 2.0 GeometryIsSmall = YES End @@ -9259,7 +9259,7 @@ Object TempleOfHeavenWallCorners Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 2.0 - GeometryHeight = 11 + GeometryHeight = 11.0 GeometryIsSmall = NO Behavior = DestroyDie ModuleTag_09 @@ -9894,7 +9894,7 @@ Object GLAVictoryStatue End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End diff --git a/GeneralsZH/Data/INI/Object/CivilianUnit.ini b/GeneralsZH/Data/INI/Object/CivilianUnit.ini index af828b6..d8fa4ed 100644 --- a/GeneralsZH/Data/INI/Object/CivilianUnit.ini +++ b/GeneralsZH/Data/INI/Object/CivilianUnit.ini @@ -52,8 +52,8 @@ Object MilitiaTank End BuildCost = 500 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = AmericaWarFactory End @@ -81,13 +81,13 @@ Object MilitiaTank KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 140 ; turn rate, in degrees/sec + TurretTurnRate = 140.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -159,7 +159,7 @@ Object MilitiaTank GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -170,19 +170,19 @@ Object MogadishuMaleCivilian01 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUMC01_SKN - IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0 30 + IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0.0 30 IdleAnimation = CIUMC01_SKL.CIUMC01_IDA AnimationMode = ONCE End ConditionState = MOVING - Animation = CIUMC01_SKL.CIUMC01_WKA 50 + Animation = CIUMC01_SKL.CIUMC01_WKA 50.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIUMC01_SKL.CIUMC01_PKA 20 + Animation = CIUMC01_SKL.CIUMC01_PKA 20.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -202,7 +202,7 @@ Object MogadishuMaleCivilian01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -286,8 +286,8 @@ Object MogadishuMaleCivilian01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -299,13 +299,13 @@ Object MogadishuMaleCivilian02 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CISTV01_SKN - IdleAnimation = CISTV01_SKL.CISTV01_STN 0 30 + IdleAnimation = CISTV01_SKL.CISTV01_STN 0.0 30 IdleAnimation = CISTV01_SKL.CISTV01_IDA AnimationMode = ONCE End ConditionState = MOVING - Animation = CISTV01_SKL.CISTV01_WKA 30 + Animation = CISTV01_SKL.CISTV01_WKA 30.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -331,7 +331,7 @@ Object MogadishuMaleCivilian02 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -414,8 +414,8 @@ Object MogadishuMaleCivilian02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -427,14 +427,14 @@ Object MogadishuMaleCivilian03 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cisciv02_SKN - IdleAnimation = cisciv02_SKL.cisciv02_STA 0 30 + IdleAnimation = cisciv02_SKL.cisciv02_STA 0.0 30 IdleAnimation = cisciv02_SKL.cisciv02_IDA IdleAnimation = cisciv02_SKL.cisciv02_IDB AnimationMode = ONCE End ConditionState = MOVING - Animation = cisciv02_SKL.cisciv02_WKA 42 + Animation = cisciv02_SKL.cisciv02_WKA 42.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -480,7 +480,7 @@ Object MogadishuMaleCivilian03 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -532,10 +532,10 @@ Object MogadishuMaleCivilian03 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianChinaMaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -575,8 +575,8 @@ Object MogadishuMaleCivilian03 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -588,7 +588,7 @@ Object MogadishuFemaleCivilian02 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUMC3S_SKN - IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0 30 + IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0.0 30 IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDA IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDB AnimationMode = ONCE @@ -596,7 +596,7 @@ Object MogadishuFemaleCivilian02 End ConditionState = MOVING - Animation = CIUMC3S_SKL.CIUMC3S_WKA 22 + Animation = CIUMC3S_SKL.CIUMC3S_WKA 22.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -648,7 +648,7 @@ Object MogadishuFemaleCivilian02 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -733,8 +733,8 @@ Object MogadishuFemaleCivilian02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -747,21 +747,21 @@ Object MogadishuFemaleCivilian01 DefaultConditionState Model = CIUC01_SKN - IdleAnimation = CIUC01_SKL.CIUC01_STA 0 5 + IdleAnimation = CIUC01_SKL.CIUC01_STA 0.0 5 IdleAnimation = CIUC01_SKL.CIUC01_IDA AnimationMode = ONCE End ConditionState = MOVING - Animation = CIUC01_SKL.CIUC01_WKA 30 1 - Animation = CIUC01_SKL.CIUC01_WKB 10 7 + Animation = CIUC01_SKL.CIUC01_WKA 30.0 1 + Animation = CIUC01_SKL.CIUC01_WKB 10.0 7 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIUC01_SKL.CIUC01_PNA 30 - Animation = CIUC01_SKL.CIUC01_PNB 20 + Animation = CIUC01_SKL.CIUC01_PNA 30.0 + Animation = CIUC01_SKL.CIUC01_PNB 20.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -783,7 +783,7 @@ Object MogadishuFemaleCivilian01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -866,8 +866,8 @@ Object MogadishuFemaleCivilian01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -911,7 +911,7 @@ Object CarCamaro Armor = TruckArmor DamageFX = CrushableCarDamageFX End - VisionRange = 80 + VisionRange = 80.0 CrusherLevel = 1 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 1 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles CommandSet = CivilianCarBombCommandSet @@ -946,7 +946,7 @@ Object CarCamaro Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1066,7 +1066,7 @@ Object CarSport01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1173,7 +1173,7 @@ Object CarScrapSuicide Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1279,7 +1279,7 @@ Object CINE_CarScrapSuicide Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1373,7 +1373,7 @@ Object CINE_ConvoyNuke Conditions = NONE Weapon = PRIMARY CINEConvoyNuke End - VisionRange = 150 + VisionRange = 150.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -1490,7 +1490,7 @@ Object CarScrap Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1616,7 +1616,7 @@ Object CarLimo1 ; Behavior = SlowDeathBehavior ModuleTag_12 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -1742,7 +1742,7 @@ Object CarLimo2 ; Behavior = SlowDeathBehavior ModuleTag_12 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -1861,7 +1861,7 @@ Object CarLimo3 Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -1986,7 +1986,7 @@ Object ShiekLimo Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2066,7 +2066,7 @@ Object CarLimo03DeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -2077,7 +2077,7 @@ Object CarLimo03DeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2167,7 +2167,7 @@ Object CarLuxury01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2287,7 +2287,7 @@ Object CarLuxury02 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2407,7 +2407,7 @@ Object CarLuxury03 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2528,7 +2528,7 @@ Object CINE_CarLuxury03XXX Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2648,7 +2648,7 @@ Object CINE_ShiekLimo Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -2747,9 +2747,9 @@ Object CINE_CarLuxury03 DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2811,7 +2811,7 @@ Object CINE_CarLuxury03 ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2878,7 +2878,7 @@ Object CINE_CarLuxury03 ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2966,8 +2966,8 @@ Object CINE_CarLuxury03 ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -3012,15 +3012,15 @@ Object CINE_CarLuxury03 End Body = ActiveBody ModuleTag_04 - MaxHealth = 180000 ; Gave massive health so the Humvee's won't kill them early. - InitialHealth = 180000 + MaxHealth = 180000.0 ; Gave massive health so the Humvee's won't kill them early. + InitialHealth = 180000.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -3094,7 +3094,7 @@ Object CINE_CarLuxury03 GeometryHeight = 7.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3154,9 +3154,9 @@ Object CINE_U05_Technical02 DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3218,7 +3218,7 @@ Object CINE_U05_Technical02 ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3285,7 +3285,7 @@ Object CINE_U05_Technical02 ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3373,8 +3373,8 @@ Object CINE_U05_Technical02 ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -3419,15 +3419,15 @@ Object CINE_U05_Technical02 End Body = ActiveBody ModuleTag_04 - MaxHealth = 180000 ; Gave massive health so the Humvee's won't kill them early. - InitialHealth = 180000 + MaxHealth = 180000.0 ; Gave massive health so the Humvee's won't kill them early. + InitialHealth = 180000.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -3501,7 +3501,7 @@ Object CINE_U05_Technical02 GeometryHeight = 7.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3579,7 +3579,7 @@ Object CarLuxury04 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -3700,7 +3700,7 @@ Object CarSedan01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -3815,7 +3815,7 @@ Object CarSUV01Suicide Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -3934,7 +3934,7 @@ Object CarSUV01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -4053,7 +4053,7 @@ Object CarCompact Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -4174,7 +4174,7 @@ Object CarTaxiCab01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -4294,7 +4294,7 @@ Object CarTaxiCab02 ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -4405,7 +4405,7 @@ Object CarTaxiCab03 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -4516,7 +4516,7 @@ Object CarTaxiCab04 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -4634,7 +4634,7 @@ Object CarTaxiCab05 ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -4983,7 +4983,7 @@ Object Humvee1 DisplayName = OBJECT:UNHumvee EditorSorting = VEHICLE TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 200 + VisionRange = 200.0 WeaponSet Conditions = NONE @@ -5029,7 +5029,7 @@ Object Humvee1 Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -5402,7 +5402,7 @@ Object Humvee1DeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -5413,7 +5413,7 @@ Object Humvee1DeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -5683,7 +5683,7 @@ Object PoliceCar Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -5802,7 +5802,7 @@ Object CINE_U05_PoliceCar Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -7659,7 +7659,7 @@ Object AmphibiousTransport Weapon = PRIMARY NONE End - VisionRange = 150 + VisionRange = 150.0 CrusherLevel = 1 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 3 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -7752,7 +7752,7 @@ Object CivilianVehicleFerry Conditions = NONE Weapon = PRIMARY NONE End - VisionRange = 150 + VisionRange = 150.0 CrushableLevel = 3 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -7838,9 +7838,9 @@ Object CivilianVehiclePTBoat DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -7917,7 +7917,7 @@ Object CivilianVehiclePTBoat Weapon = PRIMARY PTBoatGun End - VisionRange = 150 + VisionRange = 150.0 CrusherLevel = 0 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 3 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -7946,10 +7946,10 @@ Object CivilianVehiclePTBoat Behavior = AIUpdateInterface ModuleTag_07 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -8035,8 +8035,8 @@ Object ConvoyTruck01 Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8157,8 +8157,8 @@ Object ConvoyTruck02 Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8280,8 +8280,8 @@ Object ConvoyTruckArmedWithNuke Conditions = NONE Weapon = PRIMARY ConvoyTruckSuicideWeapon End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8410,8 +8410,8 @@ Object ConvoyTruck04 Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8503,7 +8503,7 @@ Object Partisan01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8557,8 +8557,8 @@ Object Partisan01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -8586,7 +8586,7 @@ Object Partisan02 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8640,8 +8640,8 @@ Object Partisan02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -8669,7 +8669,7 @@ Object Partisan03 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -8724,8 +8724,8 @@ Object Partisan03 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -8739,7 +8739,7 @@ Object UNSoldier DefaultConditionState Model = CIUNSL_SKN - IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21 + IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0.0 21 IdleAnimation = CIUNSL_SKL.CIUNSL_ID1 IdleAnimation = CIUNSL_SKL.CIUNSL_ID2 AnimationMode = ONCE @@ -8759,13 +8759,13 @@ Object UNSoldier TransitionState = TRANS_Stand TRANS_FiringA Animation = CIUNSL_SKL.CIUNSL_ATA1_ST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_ATA1_ED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; these aliases handle the attack-move case. @@ -8849,8 +8849,8 @@ Object UNSoldier DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 300 + VisionRange = 100.0 + ShroudClearingRange = 300.0 ExperienceValue = 20 20 40 60 ; Experience point value at each level ExperienceRequired = 0 20 40 60 120 ; Experience points needed to gain each level @@ -8909,10 +8909,10 @@ Object UNSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -8953,8 +8953,8 @@ Object UNSoldier GeometryHeight = 13.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -8968,20 +8968,20 @@ Object GenericMale01 DefaultConditionState Model = CIAMan01_SKN - IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0 30 + IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0.0 30 IdleAnimation = CIAMan01_SKL.CIAMan01_IDA IdleAnimation = CIAMan01_SKL.CIAMan01_IDB AnimationMode = ONCE End ConditionState = MOVING - Animation = CIAMan01_SKL.CIAMan01_WKA 30 + Animation = CIAMan01_SKL.CIAMan01_WKA 30.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIAMan01_SKL.CIAMan01_RNA 35 + Animation = CIAMan01_SKL.CIAMan01_RNA 35.0 AnimationMode = LOOP Flags = RANDOMSTART @@ -9022,7 +9022,7 @@ Object GenericMale01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:GenericMale CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -9072,10 +9072,10 @@ Object GenericMale01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabMaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -9116,8 +9116,8 @@ Object GenericMale01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -9130,20 +9130,20 @@ Object GenericFemale01 DefaultConditionState Model = CIAFem01_SKN - IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0 30 + IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0.0 30 IdleAnimation = CIAFem01_SKL.CIAFem01_IDA IdleAnimation = CIAFem01_SKL.CIAFem01_IDB AnimationMode = ONCE End ConditionState = MOVING - Animation = CIAFem01_SKL.CIAFem01_WKA 25 + Animation = CIAFem01_SKL.CIAFem01_WKA 25.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIAFem01_SKL.CIAFem01_RNA 20 + Animation = CIAFem01_SKL.CIAFem01_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -9182,7 +9182,7 @@ Object GenericFemale01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:GenericFemale CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -9263,8 +9263,8 @@ Object GenericFemale01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -9278,20 +9278,20 @@ Object AmericanFarmer01 DefaultConditionState Model = CIEFMR1_SKN - IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0 30 + IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0.0 30 IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDA IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDB AnimationMode = ONCE End ConditionState = MOVING - Animation = CIEFMR1_SKL.CIEFMR1_WKA 30 + Animation = CIEFMR1_SKL.CIEFMR1_WKA 30.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIEFMR1_SKL.CIEFMR1_PNA 35 + Animation = CIEFMR1_SKL.CIEFMR1_PNA 35.0 AnimationMode = LOOP Flags = RANDOMSTART @@ -9331,7 +9331,7 @@ Object AmericanFarmer01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -9414,8 +9414,8 @@ Object AmericanFarmer01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -9428,7 +9428,7 @@ Object AsianFarmer01 DefaultConditionState Model = CIUFrm1_SKN - IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0 30 + IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0.0 30 IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDA IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDB AnimationMode = ONCE @@ -9436,7 +9436,7 @@ Object AsianFarmer01 End ConditionState = MOVING - Animation = CIUFrm1_SKL.CIUFrm1_WKA 16 + Animation = CIUFrm1_SKL.CIUFrm1_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -9490,7 +9490,7 @@ Object AsianFarmer01 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -9572,8 +9572,8 @@ Object AsianFarmer01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -9586,7 +9586,7 @@ Object HomelessGuy DefaultConditionState Model = CIHMLSS01_SKN - IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0 35 + IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0.0 35 IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_IDA AnimationMode = ONCE TransitionKey = TRANS_Sleep @@ -9610,7 +9610,7 @@ Object HomelessGuy End ConditionState = MOVING PANICKING - Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35 + Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panick @@ -9650,7 +9650,7 @@ Object HomelessGuy DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -9732,8 +9732,8 @@ Object HomelessGuy GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -9746,7 +9746,7 @@ Object AsianFarmer02 DefaultConditionState Model = CIUFrm2_SKN - IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0 5 + IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0.0 5 IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDA IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDB AnimationMode = ONCE @@ -9802,7 +9802,7 @@ Object AsianFarmer02 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -9884,8 +9884,8 @@ Object AsianFarmer02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI @@ -9900,7 +9900,7 @@ Object AsianFarmer3 DefaultConditionState Model = CIUFrm3_SKN - IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0 30 + IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0.0 30 IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDA IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDB AnimationMode = ONCE @@ -9954,7 +9954,7 @@ Object AsianFarmer3 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -10036,8 +10036,8 @@ Object AsianFarmer3 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -10118,7 +10118,7 @@ Object CarAmbulance ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -10237,7 +10237,7 @@ Object CarAsian1 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -10367,7 +10367,7 @@ Object FarmerChickenTruck ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -10487,7 +10487,7 @@ Object FarmerTruck Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -10607,7 +10607,7 @@ Object SupplyTruck Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -10713,8 +10713,8 @@ Object ToxicSupplyTruck TransportSlotCount = 2 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = ToxinRepository End @@ -10754,16 +10754,16 @@ Object ToxicSupplyTruck InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End @@ -10819,7 +10819,7 @@ Object ToxicSupplyTruck GeometryHeight = 14.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -10897,7 +10897,7 @@ Object CarAsian2 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -11033,7 +11033,7 @@ Object TractorBackhoe ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -11154,7 +11154,7 @@ Object ForkliftLarge ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -11281,7 +11281,7 @@ Object AircraftCropDuster ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -11398,7 +11398,7 @@ Object AircraftCessna Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -11519,7 +11519,7 @@ Object TruckChicken ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -11638,7 +11638,7 @@ Object TractorCombine ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -11757,7 +11757,7 @@ Object CarEuroVan1 ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -11877,7 +11877,7 @@ Object CarEuroVan2 ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -11998,7 +11998,7 @@ Object CarEuroPoliceVan ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -12126,7 +12126,7 @@ Object Firetruck ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -12255,7 +12255,7 @@ Object ForkliftSmall ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -12374,7 +12374,7 @@ Object TruckFarmer Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -12489,7 +12489,7 @@ Object BoatAsianFishing Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -12614,7 +12614,7 @@ Object TourBus Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -12744,7 +12744,7 @@ Object DoubleDeckerTourBus ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -12850,7 +12850,7 @@ Object BoatFishingTrowler Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -12973,7 +12973,7 @@ Object TruckWork Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -13093,7 +13093,7 @@ Object TruckWork2 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -13201,7 +13201,7 @@ Object BoatTugboat Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -13279,8 +13279,8 @@ Object TrainEngine Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13301,8 +13301,8 @@ Object TrainEngine PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13312,7 +13312,7 @@ Object TrainEngine ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -13374,7 +13374,7 @@ Object TrainEngine GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13407,8 +13407,8 @@ Object TrainEngineNoCars Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13429,8 +13429,8 @@ Object TrainEngineNoCars PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13440,7 +13440,7 @@ Object TrainEngineNoCars ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -13503,7 +13503,7 @@ Object TrainEngineNoCars GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13535,8 +13535,8 @@ Object TrainEngineAlpine Conditions = NONE Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13560,8 +13560,8 @@ Object TrainEngineAlpine ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13571,7 +13571,7 @@ Object TrainEngineAlpine ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -13623,7 +13623,7 @@ Object TrainEngineAlpine GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13658,8 +13658,8 @@ Object TrainEngine3 Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13682,8 +13682,8 @@ Object TrainEngine3 ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13693,7 +13693,7 @@ Object TrainEngine3 ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -13755,7 +13755,7 @@ Object TrainEngine3 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13780,8 +13780,8 @@ Object TrainRocketTransport DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13866,8 +13866,8 @@ Object TrainEngineVerySlow Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -13891,8 +13891,8 @@ Object TrainEngineVerySlow ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 2 - KillSpeedMin = 2 + RunningGarrisonSpeedMax = 2.0 + KillSpeedMin = 2.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -13954,7 +13954,7 @@ Object TrainEngineVerySlow GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -13979,8 +13979,8 @@ Object TrainCarFlat DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14000,8 +14000,8 @@ Object TrainCarFlat PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14028,11 +14028,11 @@ Object TrainCarFlat Geometry = BOX GeometryIsSmall = NO - GeometryMajorRadius = 32 + GeometryMajorRadius = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14056,8 +14056,8 @@ Object TrainCarRocket DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14078,8 +14078,8 @@ Object TrainCarRocket PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14110,7 +14110,7 @@ Object TrainCarRocket GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14213,8 +14213,8 @@ Object TrainCar01 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14243,8 +14243,8 @@ Object TrainCar01 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14275,7 +14275,7 @@ Object TrainCar01 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14299,8 +14299,8 @@ Object TrainCar02 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14329,8 +14329,8 @@ Object TrainCar02 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14361,7 +14361,7 @@ Object TrainCar02 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14385,8 +14385,8 @@ Object TrainCar03 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14416,8 +14416,8 @@ Object TrainCar03 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14454,7 +14454,7 @@ Object TrainCar03 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14479,8 +14479,8 @@ Object TrainCar04 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14519,8 +14519,8 @@ Object TrainCar04 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14557,7 +14557,7 @@ Object TrainCar04 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14584,8 +14584,8 @@ Object TrainCab DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14614,8 +14614,8 @@ Object TrainCab IsLocomotive = NO ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14649,7 +14649,7 @@ Object TrainCab GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14678,8 +14678,8 @@ Object TrainCabUngarrisonable DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14699,8 +14699,8 @@ Object TrainCabUngarrisonable IsLocomotive = NO ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14734,7 +14734,7 @@ Object TrainCabUngarrisonable GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14760,8 +14760,8 @@ Object TrainCoal DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14781,8 +14781,8 @@ Object TrainCoal PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14817,7 +14817,7 @@ Object TrainCoal GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14840,8 +14840,8 @@ Object TrainTank DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14861,8 +14861,8 @@ Object TrainTank PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14890,7 +14890,7 @@ Object TrainTank GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14914,8 +14914,8 @@ Object TrainCar013 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -14944,8 +14944,8 @@ Object TrainCar013 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -14976,7 +14976,7 @@ Object TrainCar013 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -14999,8 +14999,8 @@ Object TrainCar023 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15029,8 +15029,8 @@ Object TrainCar023 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -15062,7 +15062,7 @@ Object TrainCar023 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15086,8 +15086,8 @@ Object TrainCar033 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15116,8 +15116,8 @@ Object TrainCar033 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -15152,7 +15152,7 @@ Object TrainCar033 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15177,8 +15177,8 @@ Object TrainCab3 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15207,8 +15207,8 @@ Object TrainCab3 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -15239,7 +15239,7 @@ Object TrainCab3 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15262,8 +15262,8 @@ Object TrainCoal3 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15283,8 +15283,8 @@ Object TrainCoal3 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -15319,7 +15319,7 @@ Object TrainCoal3 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15342,8 +15342,8 @@ Object TrainTank3 DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15363,8 +15363,8 @@ Object TrainTank3 PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -15392,7 +15392,7 @@ Object TrainTank3 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15417,8 +15417,8 @@ Object CabooseFullOfTerrorists DamageFX = CrushableCarDamageFX End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -15448,8 +15448,8 @@ Object CabooseFullOfTerrorists PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -15477,7 +15477,7 @@ Object CabooseFullOfTerrorists GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15564,7 +15564,7 @@ Object Rickshaw Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -15919,7 +15919,7 @@ Object CommercialAirliner ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 - ; SinkRate = 2 ; in dist/sec + ; SinkRate = 2.0 ; in dist/sec ; DestructionDelay = 20000 ; End @@ -15960,7 +15960,7 @@ Object CommercialAirliner GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16046,7 +16046,7 @@ Object Tractor Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -16178,7 +16178,7 @@ Object OxPlow Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -16308,7 +16308,7 @@ Object HorseDrawnCart Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -16521,8 +16521,8 @@ Object AvalancheChunk GeometryMajorRadius = 30.0 GeometryHeight = 20.0 Shadow = NONE - ShadowSizeX = 1 - ShadowSizeY = 1 + ShadowSizeX = 1.0 + ShadowSizeY = 1.0 ShadowTexture = NONE End @@ -16581,8 +16581,8 @@ Object AvalancheLeadChunk GeometryMajorRadius = 30.0 GeometryHeight = 20.0 Shadow = NONE - ShadowSizeX = 1 - ShadowSizeY = 1 + ShadowSizeX = 1.0 + ShadowSizeY = 1.0 ShadowTexture = NONE End @@ -16606,7 +16606,7 @@ Object 300MeterShroudClearObject Armor = InvulnerableArmor DamageFX = NONE End - VisionRange = 300 + VisionRange = 300.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR @@ -16655,8 +16655,8 @@ Object CINE_TrainEngine Armor = InvulnerableArmor End - VisionRange = 300 - ShroudClearingRange = 300 + VisionRange = 300.0 + ShroudClearingRange = 300.0 TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 4 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -16681,8 +16681,8 @@ Object CINE_TrainEngine ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -16692,7 +16692,7 @@ Object CINE_TrainEngine ; PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = YES - SpeedMax = 5 + SpeedMax = 5.0 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 @@ -16755,7 +16755,7 @@ Object CINE_TrainEngine GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16811,8 +16811,8 @@ Object CINE_TrainCarFlat PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -16839,11 +16839,11 @@ Object CINE_TrainCarFlat Geometry = BOX GeometryIsSmall = NO - GeometryMajorRadius = 32 + GeometryMajorRadius = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16899,8 +16899,8 @@ Object CINE_TrainCarRocket PathPrefixName = Railroad ; PARAMETERS FOR ALL CARRIAGES - RunningGarrisonSpeedMax = 1 - KillSpeedMin = 1 + RunningGarrisonSpeedMax = 1.0 + KillSpeedMin = 1.0 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy @@ -16931,7 +16931,7 @@ Object CINE_TrainCarRocket GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 42.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16943,7 +16943,7 @@ Object GenericMale02 DefaultConditionState Model = CINMCIV01_SKN - IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0 30 + IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0.0 30 IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDA IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDB IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDC @@ -16953,7 +16953,7 @@ Object GenericMale02 End ConditionState = MOVING - Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 + Animation = CINMCIV01_SKL.CINMCIV01_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -17007,7 +17007,7 @@ Object GenericMale02 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -17089,8 +17089,8 @@ Object GenericMale02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -17103,7 +17103,7 @@ Object GenericFemale02 DefaultConditionState Model = CINFCIV01_SKN - IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0 30 + IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0.0 30 IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDA IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDB IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDC @@ -17113,7 +17113,7 @@ Object GenericFemale02 End ConditionState = MOVING - Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 + Animation = CINFCIV01_SKL.CINFCIV01_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -17167,7 +17167,7 @@ Object GenericFemale02 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -17249,8 +17249,8 @@ Object GenericFemale02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -17265,7 +17265,7 @@ Object CINE_CheeringGenericMale02 DefaultConditionState Model = CINMCIV01_SKN - IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0 30 + IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0.0 30 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB @@ -17275,7 +17275,7 @@ Object CINE_CheeringGenericMale02 End ConditionState = MOVING - Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 + Animation = CINMCIV01_SKL.CINMCIV01_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -17329,7 +17329,7 @@ Object CINE_CheeringGenericMale02 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -17410,8 +17410,8 @@ Object CINE_CheeringGenericMale02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -17426,7 +17426,7 @@ Object CINE_CheeringGenericFemale02 DefaultConditionState Model = CINFCIV01_SKN - IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0 30 + IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0.0 30 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB @@ -17436,7 +17436,7 @@ Object CINE_CheeringGenericFemale02 End ConditionState = MOVING - Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 + Animation = CINFCIV01_SKL.CINFCIV01_WKA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND @@ -17490,7 +17490,7 @@ Object CINE_CheeringGenericFemale02 DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -17573,8 +17573,8 @@ Object CINE_CheeringGenericFemale02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -17619,7 +17619,7 @@ Object CINE_Humvee DisplayName = OBJECT:HumVee EditorSorting = VEHICLE TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 200 + VisionRange = 200.0 WeaponSet Conditions = NONE @@ -17662,7 +17662,7 @@ Object CINE_Humvee Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -17799,8 +17799,8 @@ Object CINE_ConvoyTruck Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -17858,9 +17858,9 @@ Object CINE_ConvoyTruck Geometry = BOX GeometryIsSmall = NO - GeometryMajorRadius = 1 - GeometryMinorRadius = 1 - GeometryHeight = 1 + GeometryMajorRadius = 1.0 + GeometryMinorRadius = 1.0 + GeometryHeight = 1.0 Shadow = SHADOW_VOLUME End @@ -17949,7 +17949,7 @@ Object CINE_PoliceCar Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -18065,7 +18065,7 @@ Object CINE_CarLimo3 Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -18288,8 +18288,8 @@ Object CINE_ConvoyTruckArmedWithNuke Weapon = PRIMARY SuicideCarBomb End - VisionRange = 150 - ShroudClearingRange = 350 + VisionRange = 150.0 + ShroudClearingRange = 350.0 CrusherLevel = 2 ; What can I crush?: 1 == infantry, 2 == trees, 3 == vehicles CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -18429,7 +18429,7 @@ Object CINE_CarTaxiCab01 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -18541,7 +18541,7 @@ Object CINE_CarTaxiCab02 Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -18597,20 +18597,20 @@ Object CINE_CheeringGenericMale01 DefaultConditionState Model = CIAMan01_SKN - IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0 30 + IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0.0 30 IdleAnimation = CIAMan01_SKL.CIAMan01_CHA IdleAnimation = CIAMan01_SKL.CIAMan01_CHA AnimationMode = ONCE End ConditionState = MOVING - Animation = CIAMan01_SKL.CIAMan01_WKA 30 + Animation = CIAMan01_SKL.CIAMan01_WKA 30.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIAMan01_SKL.CIAMan01_RNA 35 + Animation = CIAMan01_SKL.CIAMan01_RNA 35.0 AnimationMode = LOOP Flags = RANDOMSTART @@ -18651,7 +18651,7 @@ Object CINE_CheeringGenericMale01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:GenericMale CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -18701,10 +18701,10 @@ Object CINE_CheeringGenericMale01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabMaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -18732,8 +18732,8 @@ Object CINE_CheeringGenericMale01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -18748,20 +18748,20 @@ Object CINE_CheeringGenericFemale01 DefaultConditionState Model = CIAFem01_SKN - IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0 30 + IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0.0 30 IdleAnimation = CIAFem01_SKL.CIAFem01_CHA IdleAnimation = CIAFem01_SKL.CIAFem01_CHA AnimationMode = ONCE End ConditionState = MOVING - Animation = CIAFem01_SKL.CIAFem01_WKA 25 + Animation = CIAFem01_SKL.CIAFem01_WKA 25.0 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING - Animation = CIAFem01_SKL.CIAFem01_RNA 20 + Animation = CIAFem01_SKL.CIAFem01_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART End @@ -18800,7 +18800,7 @@ Object CINE_CheeringGenericFemale01 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:GenericFemale CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -18854,8 +18854,8 @@ Object CINE_CheeringGenericFemale01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -18870,7 +18870,7 @@ Object CINE_CheeringAsianFarmer3 DefaultConditionState Model = CIUFrm3_SKN - IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0 30 + IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0.0 30 IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB AnimationMode = ONCE @@ -18924,7 +18924,7 @@ Object CINE_CheeringAsianFarmer3 Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -19006,8 +19006,8 @@ Object CINE_CheeringAsianFarmer3 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -19200,8 +19200,8 @@ Object CINE_U05_AmericaVehicleHumveeXYZ End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = AmericaWarFactory End @@ -19249,7 +19249,7 @@ Object CINE_U05_AmericaVehicleHumveeXYZ End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -19359,7 +19359,7 @@ Object CINE_U05_AmericaVehicleHumveeXYZ GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19462,8 +19462,8 @@ Object CINE_U05_AmericaVehicleHumvee End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = AmericaWarFactory End @@ -19511,7 +19511,7 @@ Object CINE_U05_AmericaVehicleHumvee End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -19621,7 +19621,7 @@ Object CINE_U05_AmericaVehicleHumvee GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19725,8 +19725,8 @@ Object CINE_U05_AmericaVehicleHumvee_BRAKE End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = AmericaWarFactory End @@ -19774,7 +19774,7 @@ Object CINE_U05_AmericaVehicleHumvee_BRAKE End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -19884,7 +19884,7 @@ Object CINE_U05_AmericaVehicleHumvee_BRAKE GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19989,8 +19989,8 @@ Object CINE_U05_AmericaVehicleHumvee_Hulk End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = AmericaWarFactory End @@ -20038,7 +20038,7 @@ Object CINE_U05_AmericaVehicleHumvee_Hulk End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -20148,7 +20148,7 @@ Object CINE_U05_AmericaVehicleHumvee_Hulk GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20221,7 +20221,7 @@ Object CarSUV01Nuke Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -20510,7 +20510,7 @@ Object CINE_SnowyMountainParticleBones End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... diff --git a/GeneralsZH/Data/INI/Object/DemoGeneral.ini b/GeneralsZH/Data/INI/Object/DemoGeneral.ini index 6c72a14..b099501 100644 --- a/GeneralsZH/Data/INI/Object/DemoGeneral.ini +++ b/GeneralsZH/Data/INI/Object/DemoGeneral.ini @@ -20,7 +20,7 @@ Object Demo_ScudStormMissile KindOf = PROJECTILE ; BALLISTIC_MISSILE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -44,10 +44,10 @@ Object Demo_ScudStormMissile Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = NO FuelLifetime = 0 ; zero is infinite - InitialVelocity = 0 ; in dist/sec + InitialVelocity = 0.0 ; in dist/sec IgnitionFX = FX_ScudStormIgnition - DistanceToTravelBeforeTurning = 500 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + DistanceToTravelBeforeTurning = 500.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor @@ -222,7 +222,7 @@ Object Demo_GLAHole End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GLAHole @@ -235,7 +235,7 @@ Object Demo_GLAHole BuildTime = 10.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -262,7 +262,7 @@ Object Demo_GLAHole End Behavior = RebuildHoleBehavior ModuleTag_04 WorkerObjectName = Demo_GLAInfantryWorker - WorkerRespawnDelay = 20000 ; in milliseconds + WorkerRespawnDelay = 20000.0 ; in milliseconds HoleHealthRegen%PerSecond = 0.5% ; regen this % of HoleMaxHealth per second End @@ -575,7 +575,7 @@ Object Demo_GLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -860,7 +860,7 @@ Object Demo_GLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = Demo_GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -893,9 +893,9 @@ Object Demo_GLACommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -1009,7 +1009,7 @@ Object Demo_GLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -1344,7 +1344,7 @@ Object Demo_FakeGLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -1632,7 +1632,7 @@ Object Demo_FakeGLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = FakeGLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE Weapon = PRIMARY SuicideWeapon @@ -1665,9 +1665,9 @@ Object Demo_FakeGLACommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1450 + SubdualDamageCap = 1450.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -1725,12 +1725,12 @@ Object Demo_FakeGLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 165 - ShadowSizeY = 145 + ShadowSizeX = 165.0 + ShadowSizeY = 145.0 BuildCompletion = PLACED_BY_PLAYER End @@ -2339,7 +2339,7 @@ Object Demo_GLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -2353,7 +2353,7 @@ Object Demo_GLABlackMarket EnergyProduction = 0 CommandSet = Demo_GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -2384,9 +2384,9 @@ Object Demo_GLABlackMarket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -3084,7 +3084,7 @@ Object Demo_FakeGLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -3098,7 +3098,7 @@ Object Demo_FakeGLABlackMarket EnergyProduction = 0 CommandSet = FakeGLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -3131,9 +3131,9 @@ Object Demo_FakeGLABlackMarket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 325 + SubdualDamageCap = 325.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = AIUpdateInterface ModuleTag_05 @@ -3199,8 +3199,8 @@ Object Demo_FakeGLABlackMarket GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 108 - ShadowSizeY = 96 + ShadowSizeX = 108.0 + ShadowSizeY = 96.0 BuildCompletion = PLACED_BY_PLAYER End @@ -4391,7 +4391,7 @@ Object Demo_GLAScudStorm End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ScudStorm @@ -4405,9 +4405,9 @@ Object Demo_GLAScudStorm EnergyProduction = 0 CommandSet = Demo_GLAScudStormCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = NONE Weapon = PRIMARY Demo_ScudStormWeapon @@ -4446,9 +4446,9 @@ Object Demo_GLAScudStorm ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleScudStorm @@ -4589,7 +4589,7 @@ Object Demo_GLADemoTrap End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Demo_DemoTrap @@ -4683,7 +4683,7 @@ Object Demo_GLADemoTrap Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 4.0 - GeometryHeight = 9 + GeometryHeight = 9.0 GeometryIsSmall = YES End @@ -5085,7 +5085,7 @@ Object Demo_GLATunnelNetwork End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -5099,7 +5099,7 @@ Object Demo_GLATunnelNetwork BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -5137,21 +5137,21 @@ Object Demo_GLATunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End @@ -5159,7 +5159,7 @@ Object Demo_GLATunnelNetwork End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; Kris: Removed this module because units exiting the container would extract information @@ -5203,7 +5203,7 @@ Object Demo_GLATunnelNetwork ; Behavior = StealthUpdate ModuleTag_17 ; StealthDelay = 2500 ; msec ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 ; InnateStealth = NO ; Requires upgrade first ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -5704,7 +5704,7 @@ Object Demo_GLAStingerSite End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -5717,7 +5717,7 @@ Object Demo_GLAStingerSite BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 WeaponSet Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = TERTIARY NONE @@ -5753,9 +5753,9 @@ Object Demo_GLAStingerSite ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 @@ -5791,7 +5791,7 @@ Object Demo_GLAStingerSite ; Behavior = StealthUpdate ModuleTag_13 ; StealthDelay = 2500 ; msec ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 ; InnateStealth = NO ; Requires upgrade first ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -6319,7 +6319,7 @@ Object Demo_GLAPalace End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_02 @@ -6567,7 +6567,7 @@ Object Demo_GLAPalace BuildTime = 45.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -6599,9 +6599,9 @@ Object Demo_GLAPalace ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 3200 + SubdualDamageCap = 3200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure @@ -7228,7 +7228,7 @@ Object Demo_GLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -7240,7 +7240,7 @@ Object Demo_GLASupplyStash EnergyProduction = 0 CommandSet = Demo_GLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -7271,9 +7271,9 @@ Object Demo_GLASupplyStash ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -7919,7 +7919,7 @@ Object Demo_FakeGLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -7933,7 +7933,7 @@ Object Demo_FakeGLASupplyStash EnergyProduction = 0 CommandSet = FakeGLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -7966,9 +7966,9 @@ Object Demo_FakeGLASupplyStash ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 450 + SubdualDamageCap = 450.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = CreateObjectDie ModuleTag_08 @@ -8027,8 +8027,8 @@ Object Demo_FakeGLASupplyStash ; FactoryExtraBibWidth = 1.0 ; extra placement border. Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 105 - ShadowSizeY = 105 + ShadowSizeX = 105.0 + ShadowSizeY = 105.0 BuildCompletion = PLACED_BY_PLAYER End @@ -8596,7 +8596,7 @@ Object Demo_GLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -8607,7 +8607,7 @@ Object Demo_GLABarracks EnergyProduction = 0 CommandSet = Demo_GLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE Weapon = PRIMARY NONE @@ -8648,9 +8648,9 @@ Object Demo_GLABarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -8714,10 +8714,10 @@ Object Demo_GLABarracks SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = CommandSetUpgrade ModuleTag_18 @@ -8737,7 +8737,7 @@ Object Demo_GLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -9301,7 +9301,7 @@ Object Demo_FakeGLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -9315,7 +9315,7 @@ Object Demo_FakeGLABarracks EnergyProduction = 0 CommandSet = FakeGLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -9348,9 +9348,9 @@ Object Demo_FakeGLABarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 325 + SubdualDamageCap = 325.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = AIUpdateInterface ModuleTag_06 @@ -9407,11 +9407,11 @@ Object Demo_FakeGLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 120 - ShadowSizeY = 110 + ShadowSizeX = 120.0 + ShadowSizeY = 110.0 BuildCompletion = PLACED_BY_PLAYER End @@ -10217,7 +10217,7 @@ Object Demo_GLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -10231,7 +10231,7 @@ Object Demo_GLAArmsDealer EnergyProduction = 0 CommandSet = Demo_GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -10263,9 +10263,9 @@ Object Demo_GLAArmsDealer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -10302,7 +10302,7 @@ Object Demo_GLAArmsDealer NaturalRallyPoint = X:40.0 Y:-15.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -10326,7 +10326,7 @@ Object Demo_GLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -11125,7 +11125,7 @@ Object Demo_FakeGLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -11139,7 +11139,7 @@ Object Demo_FakeGLAArmsDealer EnergyProduction = 0 CommandSet = FakeGLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -11173,9 +11173,9 @@ Object Demo_FakeGLAArmsDealer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 700 + SubdualDamageCap = 700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = CreateObjectDie ModuleTag_08 @@ -11231,11 +11231,11 @@ Object Demo_FakeGLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 127 - ShadowSizeY = 144 + ShadowSizeX = 127.0 + ShadowSizeY = 144.0 BuildCompletion = PLACED_BY_PLAYER End @@ -11347,7 +11347,7 @@ Object Demo_GLASneakAttackTunnelNetworkStart Model = UBSNATK_RS End End - PlacementViewAngle = -44 + PlacementViewAngle = -44.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -11358,7 +11358,7 @@ Object Demo_GLASneakAttackTunnelNetworkStart End EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE @@ -11484,7 +11484,7 @@ Object Demo_GLASneakAttackTunnelNetwork End End - PlacementViewAngle = -44 + PlacementViewAngle = -44.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -11495,7 +11495,7 @@ Object Demo_GLASneakAttackTunnelNetwork End EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE Weapon = PRIMARY TunnelNetworkGunDUMMY ; So that AI can attack from it in guard mode. @@ -11524,25 +11524,25 @@ Object Demo_GLASneakAttackTunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End Behavior = AIUpdateInterface ModuleTag_AI Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES Stealthed ; defensive weapon @@ -11651,7 +11651,7 @@ Object Demo_GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrd_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -11661,7 +11661,7 @@ Object Demo_GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -11670,7 +11670,7 @@ Object Demo_GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -11678,7 +11678,7 @@ Object Demo_GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -11807,8 +11807,8 @@ Object Demo_GLAInfantryRebel Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLABarracks End @@ -11863,7 +11863,7 @@ Object Demo_GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -11902,10 +11902,10 @@ Object Demo_GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -11995,10 +11995,10 @@ Object Demo_GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 @@ -12048,8 +12048,8 @@ Object Demo_GLAInfantryRebel GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12074,7 +12074,7 @@ Object Demo_GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -12084,7 +12084,7 @@ Object Demo_GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -12134,7 +12134,7 @@ Object Demo_GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 30 + Animation = UIHERO_SKL.UIHERO_RNA2 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -12148,7 +12148,7 @@ Object Demo_GLAInfantryJarmenKell AliasConditionState = MOVING DOCKING_ACTIVE ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 30 + Animation = UIHERO_SKL.UIHERO_IRNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -12253,8 +12253,8 @@ Object Demo_GLAInfantryJarmenKell Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = Demo_GLABarracks Object = Demo_GLAPalace @@ -12307,7 +12307,7 @@ Object Demo_GLAInfantryJarmenKell ; Behavior = StealthDetectorUpdate ModuleTag_StealthDetect ; DetectionRate = 750 ; How often to rescan for stealthed things in my sight (msec) - ; DetectionRange = 150 ; Enable this for independent balancing! + ; DetectionRange = 150.0 ; Enable this for independent balancing! ; CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. ; CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. ; End @@ -12354,10 +12354,10 @@ Object Demo_GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -12396,10 +12396,10 @@ Object Demo_GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 @@ -12499,8 +12499,8 @@ Object Demo_GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12531,7 +12531,7 @@ Object Demo_GLAInfantryTunnelDefender DefaultConditionState Model = UITunF_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -12542,11 +12542,11 @@ Object Demo_GLAInfantryTunnelDefender End ConditionState = MOVING - Animation = UITunF_SKL.UITunF_WKA 16 - Animation = UITunF_SKL.UITunF_WKB 30 - Animation = UITunF_SKL.UITunF_WKC 30 - Animation = UITunF_SKL.UITunF_RNA 15 - Animation = UITunF_SKL.UITunF_RNB 25 + Animation = UITunF_SKL.UITunF_WKA 16.0 + Animation = UITunF_SKL.UITunF_WKB 30.0 + Animation = UITunF_SKL.UITunF_WKC 30.0 + Animation = UITunF_SKL.UITunF_RNA 15.0 + Animation = UITunF_SKL.UITunF_RNB 25.0 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -12622,8 +12622,8 @@ Object Demo_GLAInfantryTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = Demo_GLATunnelNetwork ; End @@ -12694,10 +12694,10 @@ Object Demo_GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -12736,10 +12736,10 @@ Object Demo_GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -12767,8 +12767,8 @@ Object Demo_GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12789,7 +12789,7 @@ Object Demo_GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -12810,7 +12810,7 @@ Object Demo_GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -12898,7 +12898,7 @@ Object Demo_GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = Demo_GLABarracks @@ -12925,7 +12925,7 @@ Object Demo_GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -12953,7 +12953,7 @@ Object Demo_GLAInfantryStingerSoldier ; Behavior = StealthUpdate ModuleTag_09 ; StealthDelay = 2500 ; msec ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 ; InnateStealth = NO ; Requires upgrade first ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -12983,10 +12983,10 @@ Object Demo_GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -13025,10 +13025,10 @@ Object Demo_GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -13056,8 +13056,8 @@ Object Demo_GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13085,7 +13085,7 @@ Object Demo_GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -13117,7 +13117,7 @@ Object Demo_GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 15 + Animation = UITRST_SKL.UITRST_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -13126,7 +13126,7 @@ Object Demo_GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -13197,8 +13197,8 @@ Object Demo_GLAInfantryTerrorist Armor = DemoGenTerroristArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = Demo_GLABarracks End @@ -13292,10 +13292,10 @@ Object Demo_GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death08 @@ -13318,8 +13318,8 @@ Object Demo_GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13381,8 +13381,8 @@ Object Demo_GLAInfantryAngryMobNexus BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; it can scout for the spawn - ShroudClearingRange = 0 + VisionRange = 150.0 ; it can scout for the spawn + ShroudClearingRange = 0.0 Prerequisites Object = Demo_GLABarracks @@ -13493,10 +13493,10 @@ Object Demo_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0.0 12 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -13572,9 +13572,9 @@ Object Demo_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0.0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -13722,8 +13722,8 @@ Object Demo_GLAInfantryAngryMobPistol01 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Demo_GLABarracks End @@ -13798,10 +13798,10 @@ Object Demo_GLAInfantryAngryMobPistol01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabMaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -13840,10 +13840,10 @@ Object Demo_GLAInfantryAngryMobPistol01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death07 @@ -13858,8 +13858,8 @@ Object Demo_GLAInfantryAngryMobPistol01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13878,10 +13878,10 @@ Object Demo_GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -13956,9 +13956,9 @@ Object Demo_GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0.0 6 IdleAnimation = UIMOB02_SKL.UIMOB02_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -14071,8 +14071,8 @@ Object Demo_GLAInfantryAngryMobRock02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Demo_GLABarracks End @@ -14147,10 +14147,10 @@ Object Demo_GLAInfantryAngryMobRock02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabFemaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -14189,10 +14189,10 @@ Object Demo_GLAInfantryAngryMobRock02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 @@ -14207,8 +14207,8 @@ Object Demo_GLAInfantryAngryMobRock02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -14229,10 +14229,10 @@ ObjectReskin Demo_GLAInfantryAngryMobPistol03 Demo_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0.0 12 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -14310,9 +14310,9 @@ ObjectReskin Demo_GLAInfantryAngryMobPistol03 Demo_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0.0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -14465,10 +14465,10 @@ ObjectReskin Demo_GLAInfantryAngryMobRock04 Demo_GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0 12 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0.0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -14550,9 +14550,9 @@ ObjectReskin Demo_GLAInfantryAngryMobRock04 Demo_GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0.0 6 IdleAnimation = UIMOB04_SKL.UIMOB04_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -14665,10 +14665,10 @@ ObjectReskin Demo_GLAInfantryAngryMobPistol05 Demo_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0.0 12 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -14744,9 +14744,9 @@ ObjectReskin Demo_GLAInfantryAngryMobPistol05 Demo_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0.0 6 IdleAnimation = UIMOB05_SKL.UIMOB05_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -14903,10 +14903,10 @@ Object Demo_GLAInfantryAngryMobMolotov02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_B @@ -15015,8 +15015,8 @@ Object Demo_GLAInfantryAngryMobMolotov02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Demo_GLABarracks @@ -15092,10 +15092,10 @@ Object Demo_GLAInfantryAngryMobMolotov02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabFemaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -15134,10 +15134,10 @@ Object Demo_GLAInfantryAngryMobMolotov02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 @@ -15152,8 +15152,8 @@ Object Demo_GLAInfantryAngryMobMolotov02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -15184,7 +15184,7 @@ Object Demo_GLAInfantryHijacker DefaultConditionState Model = UIHJCK_SKN - IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 + IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0.0 25 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA IdleAnimation = UIHJCK_SKL.UIHJCK_IDB AnimationMode = ONCE @@ -15272,8 +15272,8 @@ Object Demo_GLAInfantryHijacker DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Demo_GLABarracks Object = Demo_GLAPalace @@ -15318,7 +15318,7 @@ Object Demo_GLAInfantryHijacker Behavior = StealthUpdate ModuleTag_02 StealthDelay = 500 ; half-second delay before stealthy StealthForbiddenConditions = MOVING ; only stealthy while stationary - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -15373,10 +15373,10 @@ Object Demo_GLAInfantryHijacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HijackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -15415,10 +15415,10 @@ Object Demo_GLAInfantryHijacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -15446,8 +15446,8 @@ Object Demo_GLAInfantryHijacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -15475,14 +15475,14 @@ Object Demo_GLAInfantryWorker DefaultConditionState Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -15504,7 +15504,7 @@ Object Demo_GLAInfantryWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving @@ -15580,7 +15580,7 @@ Object Demo_GLAInfantryWorker ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -15594,7 +15594,7 @@ Object Demo_GLAInfantryWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -15701,8 +15701,8 @@ Object Demo_GLAInfantryWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = Demo_GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -15743,13 +15743,13 @@ Object Demo_GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 8 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -15788,10 +15788,10 @@ Object Demo_GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -15854,10 +15854,10 @@ Object Demo_GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -15885,8 +15885,8 @@ Object Demo_GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -15918,14 +15918,14 @@ Object Demo_GLAInfantrySaboteur ; standing DefaultConditionState Model = UISabotr_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -15973,8 +15973,8 @@ Object Demo_GLAInfantrySaboteur Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLAPalace End @@ -16081,10 +16081,10 @@ Object Demo_GLAInfantrySaboteur SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -16142,8 +16142,8 @@ Object Demo_GLAInfantrySaboteur GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -16309,8 +16309,8 @@ Object Demo_GLATankScorpion End BuildCost = 650 BuildTime = 7.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLAArmsDealer End @@ -16348,14 +16348,14 @@ Object Demo_GLATankScorpion ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 740 + SubdualDamageCap = 740.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -16422,10 +16422,10 @@ Object Demo_GLATankScorpion SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -16453,7 +16453,7 @@ Object Demo_GLATankScorpion GeometryHeight = 10.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16569,8 +16569,8 @@ Object Demo_GLAVehicleRocketBuggy End BuildCost = 1000 BuildTime = 10.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLAArmsDealer Object = Demo_GLAPalace @@ -16609,18 +16609,18 @@ Object Demo_GLAVehicleRocketBuggy KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 120 - InitialHealth = 120 + MaxHealth = 120.0 + InitialHealth = 120.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 240 + SubdualDamageCap = 240.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 90 + TurretTurnRate = 90.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -16686,10 +16686,10 @@ Object Demo_GLAVehicleRocketBuggy SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -16718,7 +16718,7 @@ Object Demo_GLAVehicleRocketBuggy GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17395,8 +17395,8 @@ Object Demo_GLAVehicleCombatBike End BuildCost = 550 BuildTime = 5.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLAArmsDealer End @@ -17434,19 +17434,19 @@ Object Demo_GLAVehicleCombatBike KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -17573,7 +17573,7 @@ Object Demo_GLAVehicleCombatBike Slots = 1 InitialPayload = Demo_GLAInfantryTerrorist 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -17608,10 +17608,10 @@ Object Demo_GLAVehicleCombatBike ; SinkRate = 0.5 ; in dist/sec ; DestructionDelay = 8000 ; FX = INITIAL FX_TerroristExplode - ; FlingForce = 8 - ; FlingForceVariance = 3 - ; FlingPitch = 60 - ; FlingPitchVariance = 10 + ; FlingForce = 8.0 + ; FlingForceVariance = 3.0 + ; FlingPitch = 60.0 + ; FlingPitchVariance = 10.0 ; End ; Terrorist without suicide bomb upgrade @@ -17676,7 +17676,7 @@ Object Demo_GLAVehicleCombatBike GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17837,7 +17837,7 @@ Object Demo_GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -17873,8 +17873,8 @@ Object Demo_GLAVehicleQuadCannon End BuildCost = 750 BuildTime = 6.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLAArmsDealer End @@ -17919,15 +17919,15 @@ Object Demo_GLAVehicleQuadCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 440 + SubdualDamageCap = 440.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -17995,10 +17995,10 @@ Object Demo_GLAVehicleQuadCannon SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -18026,7 +18026,7 @@ Object Demo_GLAVehicleQuadCannon GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18220,7 +18220,7 @@ Object Demo_GLAVehicleToxinTruck RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray @@ -18289,8 +18289,8 @@ Object Demo_GLAVehicleToxinTruck End BuildCost = 750 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Demo_GLAArmsDealer End @@ -18333,19 +18333,19 @@ Object Demo_GLAVehicleToxinTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = YES Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 8 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 8.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn ControlledWeaponSlots = PRIMARY End @@ -18434,10 +18434,10 @@ Object Demo_GLAVehicleToxinTruck SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -18465,7 +18465,7 @@ Object Demo_GLAVehicleToxinTruck GeometryHeight = 10.0 ; set to make the projectile stream look right GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18539,8 +18539,8 @@ Object Demo_GLAVehicleBombTruck End BuildCost = 1000 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = Demo_GLAArmsDealer Object = Demo_GLAPalace @@ -18579,9 +18579,9 @@ Object Demo_GLAVehicleBombTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 440 + SubdualDamageCap = 440.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level @@ -18750,7 +18750,7 @@ Object Demo_GLAVehicleBombTruck GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18886,8 +18886,8 @@ Object Demo_GLAVehicleScudLauncher End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLAArmsDealer Object = Demo_GLAPalace @@ -18931,16 +18931,16 @@ Object Demo_GLAVehicleScudLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -19050,7 +19050,7 @@ Object Demo_GLAVehicleScudLauncher GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19147,9 +19147,9 @@ Object Demo_GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19211,7 +19211,7 @@ Object Demo_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19278,7 +19278,7 @@ Object Demo_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19372,8 +19372,8 @@ Object Demo_GLAVehicleTechnicalChassisOne ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLAArmsDealer End @@ -19418,21 +19418,21 @@ Object Demo_GLAVehicleTechnicalChassisOne End Body = ActiveBody ModuleTag_04 - MaxHealth = 180 - InitialHealth = 180 + MaxHealth = 180.0 + InitialHealth = 180.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -19506,10 +19506,10 @@ Object Demo_GLAVehicleTechnicalChassisOne SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -19537,7 +19537,7 @@ Object Demo_GLAVehicleTechnicalChassisOne GeometryHeight = 7.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19585,9 +19585,9 @@ ObjectReskin Demo_GLAVehicleTechnicalChassisTwo Demo_GLAVehicleTechnicalChassisO DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19649,7 +19649,7 @@ ObjectReskin Demo_GLAVehicleTechnicalChassisTwo Demo_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19717,7 +19717,7 @@ ObjectReskin Demo_GLAVehicleTechnicalChassisTwo Demo_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19837,9 +19837,9 @@ ObjectReskin Demo_GLAVehicleTechnicalChassisThree Demo_GLAVehicleTechnicalChassi DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19901,7 +19901,7 @@ ObjectReskin Demo_GLAVehicleTechnicalChassisThree Demo_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19968,7 +19968,7 @@ ObjectReskin Demo_GLAVehicleTechnicalChassisThree Demo_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -20206,8 +20206,8 @@ Object Demo_GLATankMarauder End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = Demo_GLAArmsDealer Science = SCIENCE_MarauderTank @@ -20248,9 +20248,9 @@ Object Demo_GLATankMarauder ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 860 + SubdualDamageCap = 860.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -20307,10 +20307,10 @@ Object Demo_GLATankMarauder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -20338,7 +20338,7 @@ Object Demo_GLATankMarauder GeometryHeight = 9.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20410,8 +20410,8 @@ Object Demo_GLAVehicleRadarVan End BuildCost = 500 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 500 + VisionRange = 200.0 + ShroudClearingRange = 500.0 Prerequisites Object = Demo_GLAArmsDealer End @@ -20444,14 +20444,14 @@ Object Demo_GLAVehicleRadarVan KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL Body = ActiveBody ModuleTag_02 - MaxHealth = 200 - InitialHealth = 200 + MaxHealth = 200.0 + InitialHealth = 200.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 400 + SubdualDamageCap = 400.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End ExperienceValue = 20 20 20 20 ; Experience point value at each level @@ -20484,7 +20484,7 @@ Object Demo_GLAVehicleRadarVan Behavior = AIUpdateInterface ModuleTag_09 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 ControlledWeaponSlots = PRIMARY End End @@ -20523,7 +20523,7 @@ Object Demo_GLAVehicleRadarVan Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 250 ; Dustin, enable this for independent balancing! + DetectionRange = 250.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -20549,10 +20549,10 @@ Object Demo_GLAVehicleRadarVan SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 @@ -20580,7 +20580,7 @@ Object Demo_GLAVehicleRadarVan GeometryHeight = 12.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20735,7 +20735,7 @@ Object Demo_GLAVehicleBattleBus PowerslideSpray = RocketBuggyDirtPowerSlide End - PlacementViewAngle = 180 + PlacementViewAngle = 180.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BattleBus Side = GLADemolitionGeneral @@ -20791,8 +20791,8 @@ Object Demo_GLAVehicleBattleBus BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = Demo_GLAArmsDealer Object = Demo_GLAPalace @@ -20832,9 +20832,9 @@ Object Demo_GLAVehicleBattleBus ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 750 + SubdualDamageCap = 750.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End IsTrainable = NO @@ -20893,9 +20893,9 @@ Object Demo_GLAVehicleBattleBus ; Module 11 cut. ; Behavior = HordeUpdate ModuleTag_11 - ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + ; RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman ; UpdateRate = 1000 ; how often to recheck horde status (msec) - ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + ; Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) ; AlliesOnly = YES ; do we only count allies towards horde status? ; ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) ; Count = 5 ; how many units must be within Radius to grant us horde-ness @@ -20969,7 +20969,7 @@ Object Demo_GLAVehicleBattleBus GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/FactionBuilding.ini b/GeneralsZH/Data/INI/Object/FactionBuilding.ini index d7b47ce..cc63d83 100644 --- a/GeneralsZH/Data/INI/Object/FactionBuilding.ini +++ b/GeneralsZH/Data/INI/Object/FactionBuilding.ini @@ -100,7 +100,7 @@ Object GLAHole End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GLAHole @@ -113,7 +113,7 @@ Object GLAHole BuildTime = 10.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -140,7 +140,7 @@ Object GLAHole End Behavior = RebuildHoleBehavior ModuleTag_04 WorkerObjectName = GLAInfantryWorker - WorkerRespawnDelay = 20000 ; in milliseconds + WorkerRespawnDelay = 20000.0 ; in milliseconds HoleHealthRegen%PerSecond = 0.5% ; regen this % of HoleMaxHealth per second End @@ -484,7 +484,7 @@ Object AmericaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; Radar Extending Draw = W3DModelDraw ModuleTag_03 @@ -1129,7 +1129,7 @@ Object AmericaCommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -1140,7 +1140,7 @@ Object AmericaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = AmericaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -1166,9 +1166,9 @@ Object AmericaCommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -1186,7 +1186,7 @@ Object AmericaCommandCenter ConstructionCompleteDuration = 1500 ; in milliseconds End Behavior = RadarUpdate ModuleTag_12 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X:-18.0 Y:35.0 Z:0.0 @@ -1295,7 +1295,7 @@ Object AmericaCommandCenter Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33 SpecialPowerTemplate = SuperweaponSpectreGunship GunshipTemplateName = AmericaJetSpectreGunship - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -1325,7 +1325,7 @@ Object AmericaCommandCenter GeometryMinorRadius = 70.0 GeometryHeight = 49.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -1617,7 +1617,7 @@ Object GLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -1902,7 +1902,7 @@ Object GLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -1935,9 +1935,9 @@ Object GLACommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -2045,7 +2045,7 @@ Object GLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -2377,7 +2377,7 @@ Object FakeGLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -2665,7 +2665,7 @@ Object FakeGLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = FakeGLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE Weapon = PRIMARY SuicideWeapon @@ -2698,9 +2698,9 @@ Object FakeGLACommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1450 + SubdualDamageCap = 1450.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -2758,12 +2758,12 @@ Object FakeGLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 165 - ShadowSizeY = 145 + ShadowSizeX = 165.0 + ShadowSizeY = 145.0 BuildCompletion = PLACED_BY_PLAYER End @@ -3085,7 +3085,7 @@ Object ChinaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_03 @@ -3682,7 +3682,7 @@ Object ChinaCommandCenter ; End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -3693,7 +3693,7 @@ Object ChinaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -3720,9 +3720,9 @@ Object ChinaCommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -3740,7 +3740,7 @@ Object ChinaCommandCenter NaturalRallyPoint = X:60.0 Y:40.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DestroyDie ModuleTag_11 @@ -3844,7 +3844,7 @@ Object ChinaCommandCenter End Geometry = BOX - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 @@ -4805,7 +4805,7 @@ Object AmericaPowerPlant - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ColdFusionReactor @@ -4819,7 +4819,7 @@ Object AmericaPowerPlant EnergyProduction = 5 EnergyBonus = 5 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -4846,9 +4846,9 @@ Object AmericaPowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PowerPlantUpgrade ModuleTag_07 @@ -5633,7 +5633,7 @@ Object AmericaParticleCannonUplink End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ParticleCannon @@ -5646,9 +5646,9 @@ Object AmericaParticleCannonUplink BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -5678,9 +5678,9 @@ Object AmericaParticleCannonUplink ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = BaseRegenerateUpdate ModuleTag_07 ; @@ -5706,7 +5706,7 @@ Object AmericaParticleCannonUplink ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 10000 ; The total ground contact time of the beam - DamagePerSecond = 400 ; The amount of damage inflicted per second + DamagePerSecond = 400.0 ; The amount of damage inflicted per second TotalDamagePulses = 40 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -5760,8 +5760,8 @@ Object AmericaParticleCannonUplink SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 40.0 DoubleClickToFastDriveDelay = 500 ; ***SOUNDS!**** @@ -6946,7 +6946,7 @@ Object AmericaStrategyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StrategyCenter @@ -6963,7 +6963,7 @@ Object AmericaStrategyCenter MaxSimultaneousOfType = 1 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 WeaponSet Conditions = NONE Weapon = PRIMARY StrategyCenterGun @@ -7000,9 +7000,9 @@ Object AmericaStrategyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_11 ; @@ -7060,19 +7060,19 @@ Object AmericaStrategyCenter Behavior = AIUpdateInterface ModuleTag_15 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger - NaturalTurretAngle = -90 ; this turret points backwards normally + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger + NaturalTurretAngle = -90.0 ; this turret points backwards normally - FirePitch = 45 ; Instead of aiming pitch-wise at the target, it will aim here + FirePitch = 45.0 ; Instead of aiming pitch-wise at the target, it will aim here MinIdleScanInterval = 500 ; in milliseconds MaxIdleScanInterval = 1000 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS End @@ -7080,7 +7080,7 @@ Object AmericaStrategyCenter Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) InitiallyDisabled = YES ; will only be active when the Search & Destroy plan is active. - DetectionRange = 500 ; Dustin, enable this for independent balancing! + DetectionRange = 500.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -8229,7 +8229,7 @@ Object AmericaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -8243,7 +8243,7 @@ Object AmericaAirfield EnergyProduction = -1 CommandSet = AmericaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -8269,17 +8269,17 @@ Object AmericaAirfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_11 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 End Behavior = ProductionUpdate ModuleTag_12 @@ -8327,7 +8327,7 @@ Object AmericaAirfield GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -9301,7 +9301,7 @@ Object ChinaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -9315,7 +9315,7 @@ Object ChinaAirfield EnergyProduction = -1 CommandSet = ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9341,17 +9341,17 @@ Object ChinaAirfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_10 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 ParkInHangars = YES End @@ -10080,7 +10080,7 @@ Object GLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -10094,7 +10094,7 @@ Object GLABlackMarket EnergyProduction = 0 CommandSet = GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -10125,9 +10125,9 @@ Object GLABlackMarket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -10825,7 +10825,7 @@ Object FakeGLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -10839,7 +10839,7 @@ Object FakeGLABlackMarket EnergyProduction = 0 CommandSet = FakeGLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -10872,9 +10872,9 @@ Object FakeGLABlackMarket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 325 + SubdualDamageCap = 325.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = AIUpdateInterface ModuleTag_05 @@ -10940,8 +10940,8 @@ Object FakeGLABlackMarket GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 108 - ShadowSizeY = 96 + ShadowSizeX = 108.0 + ShadowSizeY = 96.0 BuildCompletion = PLACED_BY_PLAYER End @@ -12133,7 +12133,7 @@ Object GLAScudStorm End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ScudStorm @@ -12147,9 +12147,9 @@ Object GLAScudStorm EnergyProduction = 0 CommandSet = GLAScudStormCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = NONE Weapon = PRIMARY ScudStormWeapon @@ -12188,9 +12188,9 @@ Object GLAScudStorm ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleScudStorm @@ -13626,7 +13626,7 @@ Object ChinaNuclearMissileLauncher End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearMissile @@ -13639,9 +13639,9 @@ Object ChinaNuclearMissileLauncher BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! CommandSet = ChinaNuclearMissileCommandSet ArmorSet Conditions = NONE @@ -13670,9 +13670,9 @@ Object ChinaNuclearMissileLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLSpecialPower ModuleTag_07 @@ -14287,7 +14287,7 @@ Object ChinaSpeakerTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SpeakerTower @@ -14297,7 +14297,7 @@ Object ChinaSpeakerTower BuildTime = 10.0 ; in seconds EnergyProduction = -1 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -14328,9 +14328,9 @@ Object ChinaSpeakerTower ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 @@ -14474,7 +14474,7 @@ Object GLADemoTrap End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:DemoTrap @@ -14568,7 +14568,7 @@ Object GLADemoTrap Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 4.0 - GeometryHeight = 9 + GeometryHeight = 9.0 GeometryIsSmall = YES End @@ -14636,7 +14636,7 @@ Object GLAPowerPlantWindmillBlade End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -14647,7 +14647,7 @@ Object GLAPowerPlantWindmillBlade Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 2000 End @@ -15019,7 +15019,7 @@ Object GLATunnelNetwork End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -15033,7 +15033,7 @@ Object GLATunnelNetwork BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -15068,21 +15068,21 @@ Object GLATunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End @@ -15090,7 +15090,7 @@ Object GLATunnelNetwork End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; Kris: Removed this module because units exiting the container would extract information @@ -15132,7 +15132,7 @@ Object GLATunnelNetwork Behavior = StealthUpdate ModuleTag_17 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -15553,7 +15553,7 @@ Object GLATunnelNetworkNoSpawn End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -15566,7 +15566,7 @@ Object GLATunnelNetworkNoSpawn BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -15601,28 +15601,28 @@ Object GLATunnelNetworkNoSpawn ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; The lack of these two modules is what makes this Single player version different from the normal one @@ -16111,7 +16111,7 @@ Object GLAStingerSite End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -16124,7 +16124,7 @@ Object GLAStingerSite BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 ArmorSet Conditions = NONE Armor = StingerSiteArmor @@ -16156,9 +16156,9 @@ Object GLAStingerSite ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 @@ -16193,7 +16193,7 @@ Object GLAStingerSite Behavior = StealthUpdate ModuleTag_13 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -16690,7 +16690,7 @@ Object GLAPalace End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_02 @@ -16938,7 +16938,7 @@ Object GLAPalace BuildTime = 45.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -16970,9 +16970,9 @@ Object GLAPalace ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 3200 + SubdualDamageCap = 3200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure @@ -17875,7 +17875,7 @@ Object ChinaPowerPlant End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearReactor @@ -17887,7 +17887,7 @@ Object ChinaPowerPlant EnergyProduction = 10 EnergyBonus = 5 ; for the overcharge bonus VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -17915,9 +17915,9 @@ Object ChinaPowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OverchargeBehavior ModuleTag_06 @@ -18701,7 +18701,7 @@ Object AmericaSupplyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -18718,7 +18718,7 @@ Object AmericaSupplyCenter EnergyProduction = -1 CommandSet = AmericaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -18744,9 +18744,9 @@ Object AmericaSupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -19254,7 +19254,7 @@ Object AmericaSupplyDropZone Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:AmericaSupplyDropZone @@ -19266,7 +19266,7 @@ Object AmericaSupplyDropZone Object = AmericaStrategyCenter End EnergyProduction = -4 - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -19295,9 +19295,9 @@ Object AmericaSupplyDropZone ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet @@ -19879,7 +19879,7 @@ Object GLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -19891,7 +19891,7 @@ Object GLASupplyStash EnergyProduction = 0 CommandSet = GLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -19922,9 +19922,9 @@ Object GLASupplyStash ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -20571,7 +20571,7 @@ Object FakeGLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -20585,7 +20585,7 @@ Object FakeGLASupplyStash EnergyProduction = 0 CommandSet = FakeGLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -20618,9 +20618,9 @@ Object FakeGLASupplyStash ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 450 + SubdualDamageCap = 450.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = CreateObjectDie ModuleTag_08 @@ -20679,8 +20679,8 @@ Object FakeGLASupplyStash ; FactoryExtraBibWidth = 1.0 ; extra placement border. Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 105 - ShadowSizeY = 105 + ShadowSizeX = 105.0 + ShadowSizeY = 105.0 BuildCompletion = PLACED_BY_PLAYER End @@ -21210,7 +21210,7 @@ Object ChinaSupplyCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -21225,7 +21225,7 @@ Object ChinaSupplyCenter EnergyProduction = -1 CommandSet = ChinaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -21251,9 +21251,9 @@ Object ChinaSupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -21339,7 +21339,7 @@ Object AmericaBarracks ; *** ART Parameters *** SelectPortrait = SABarracks_L ButtonImage = SABarracks - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; Main Barracks model Draw = W3DModelDraw ModuleTag_01 @@ -21890,7 +21890,7 @@ Object AmericaBarracks EnergyProduction = 0 CommandSet = AmericaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -21920,9 +21920,9 @@ Object AmericaBarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 ContainMax = 10 ; way bigger than the # of objects we can have @@ -21976,7 +21976,7 @@ Object AmericaBarracks GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -22540,7 +22540,7 @@ Object GLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -22551,7 +22551,7 @@ Object GLABarracks EnergyProduction = 0 CommandSet = GLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -22587,9 +22587,9 @@ Object GLABarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -22652,7 +22652,7 @@ Object GLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -23216,7 +23216,7 @@ Object FakeGLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -23230,7 +23230,7 @@ Object FakeGLABarracks EnergyProduction = 0 CommandSet = FakeGLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -23263,9 +23263,9 @@ Object FakeGLABarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 325 + SubdualDamageCap = 325.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = AIUpdateInterface ModuleTag_06 @@ -23322,11 +23322,11 @@ Object FakeGLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 120 - ShadowSizeY = 110 + ShadowSizeX = 120.0 + ShadowSizeY = 110.0 BuildCompletion = PLACED_BY_PLAYER End @@ -23922,7 +23922,7 @@ Object ChinaBarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -23933,7 +23933,7 @@ Object ChinaBarracks EnergyProduction = 0 CommandSet = ChinaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -23959,9 +23959,9 @@ Object ChinaBarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 @@ -24031,7 +24031,7 @@ Object ChinaBarracks GeometryMinorRadius = 44.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -24911,7 +24911,7 @@ Object AmericaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -24926,7 +24926,7 @@ Object AmericaWarFactory EnergyProduction = -1 CommandSet = AmericaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -24952,9 +24952,9 @@ Object AmericaWarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_10 NumDoorAnimations = 1 @@ -24968,7 +24968,7 @@ Object AmericaWarFactory NaturalRallyPoint = X:53.0 Y:-30.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End Behavior = BaseRegenerateUpdate ModuleTag_13 @@ -25019,7 +25019,7 @@ Object AmericaWarFactory GeometryMinorRadius = 60.0 GeometryHeight = 40.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -25780,7 +25780,7 @@ Object GLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -25794,7 +25794,7 @@ Object GLAArmsDealer EnergyProduction = 0 CommandSet = GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -25826,9 +25826,9 @@ Object GLAArmsDealer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -25865,7 +25865,7 @@ Object GLAArmsDealer NaturalRallyPoint = X:40.0 Y:-15.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -25889,7 +25889,7 @@ Object GLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -26688,7 +26688,7 @@ Object FakeGLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -26702,7 +26702,7 @@ Object FakeGLAArmsDealer EnergyProduction = 0 CommandSet = FakeGLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -26736,9 +26736,9 @@ Object FakeGLAArmsDealer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 700 + SubdualDamageCap = 700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = CreateObjectDie ModuleTag_08 @@ -26794,11 +26794,11 @@ Object FakeGLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 127 - ShadowSizeY = 144 + ShadowSizeX = 127.0 + ShadowSizeY = 144.0 BuildCompletion = PLACED_BY_PLAYER End @@ -27731,7 +27731,7 @@ Object ChinaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -27745,7 +27745,7 @@ Object ChinaWarFactory EnergyProduction = -1 CommandSet = ChinaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -27771,9 +27771,9 @@ Object ChinaWarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = DestroyDie ModuleTag_09 @@ -27798,7 +27798,7 @@ Object ChinaWarFactory NaturalRallyPoint = X:57.0 Y:-27.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_14 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -27841,7 +27841,7 @@ Object ChinaWarFactory GeometryMinorRadius = 61.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -27887,7 +27887,7 @@ Object ChinaWall BuildCost = 100 BuildTime = 2.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -27895,8 +27895,8 @@ Object ChinaWall End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 9 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 9.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -27964,7 +27964,7 @@ Object AmericaWall BuildCost = 100 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = WallArmor @@ -27972,8 +27972,8 @@ Object AmericaWall End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 19 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 19.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -28044,7 +28044,7 @@ Object AmericaWallHub BuildCost = 50 BuildTime = 2.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -28052,8 +28052,8 @@ Object AmericaWallHub End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 6 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 6.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -28121,7 +28121,7 @@ Object GLAWall BuildCost = 100 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -28129,8 +28129,8 @@ Object GLAWall End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 28 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 28.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -28198,7 +28198,7 @@ Object GLAWallHub BuildCost = 50 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -28206,8 +28206,8 @@ Object GLAWallHub End ExperienceValue = 50 50 50 50 ; Experience point value at each level - FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 20.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -28280,15 +28280,15 @@ Object ChinaWallHub BuildCost = 50 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = WallArmor DamageFX = StructureDamageFXNoShake End - FenceWidth = 12 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 12.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -28343,15 +28343,15 @@ Object GLATrap BuildTime = 1.0 ; in seconds EnergyProduction = 0 VisionRange = 150.0 ; Shroud-clearing distance - ShroudClearingRange = 150 + ShroudClearingRange = 150.0 ArmorSet Conditions = NONE Armor = StructureArmor DamageFX = StructureDamageFXNoShake End - FenceWidth = 14 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 14.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -28405,7 +28405,7 @@ Object ChinaMoat BuildTime = 2.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -28446,7 +28446,7 @@ Object PatriotBinaryDataStream Draw = W3DLaserDraw ModuleTag_01 Texture = EXBinaryStream32.tga NumBeams = 1 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 - InnerBeamWidth = 4 ; The total width of the beam + InnerBeamWidth = 4.0 ; The total width of the beam InnerColor = R:0 G:255 B:0 A:180 ; The inside color of the laser (hot) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -0.25 ; Scrolls the texture offset this fast -- towards(-) away(+) @@ -28813,7 +28813,7 @@ Object AmericaPatriotBattery End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PatriotBattery @@ -28839,7 +28839,7 @@ Object AmericaPatriotBattery ShareWeaponReloadTime = YES End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = BaseDefenseArmor @@ -28877,14 +28877,14 @@ Object AmericaPatriotBattery ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -28894,17 +28894,17 @@ Object AmericaPatriotBattery End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 45.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -29681,7 +29681,7 @@ Object ChinaBunker End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Bunker @@ -29694,7 +29694,7 @@ Object ChinaBunker BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -29719,9 +29719,9 @@ Object ChinaBunker ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End ; Behavior = FXListDie ModuleTag_07 @@ -30569,7 +30569,7 @@ Object ChinaPropagandaCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PropagandaCenter @@ -30582,7 +30582,7 @@ Object ChinaPropagandaCenter BuildTime = 45.0 ; in seconds EnergyProduction = -2 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -30609,9 +30609,9 @@ Object ChinaPropagandaCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_10 ; @@ -31589,7 +31589,7 @@ Object ChinaGattlingCannon End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GattlingCannon @@ -31614,7 +31614,7 @@ Object ChinaGattlingCannon End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE @@ -31652,14 +31652,14 @@ Object ChinaGattlingCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -31678,15 +31678,15 @@ Object ChinaGattlingCannon Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon MoodAttackCheckRate = 250 @@ -31826,15 +31826,15 @@ Object GLABurningBarrier BuildCost = 50 BuildTime = 2.0 ; in seconds VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = WallArmor DamageFX = StructureDamageFXNoShake End - FenceWidth = 40 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 40.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -31913,7 +31913,7 @@ Object AmericaCheckpoint BuildCost = 100 BuildTime = 5.0 ; in seconds VisionRange = 100.0 ; Shroud-clearing distance - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE @@ -32306,7 +32306,7 @@ Object GLAStingerSiteNoHole End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -32319,7 +32319,7 @@ Object GLAStingerSiteNoHole BuildTime = 25.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 ArmorSet Conditions = NONE Armor = StingerSiteArmor @@ -32351,9 +32351,9 @@ Object GLAStingerSiteNoHole ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 @@ -32554,7 +32554,7 @@ Object AmericaAircraftCarrier End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:AircraftCarrier @@ -32568,7 +32568,7 @@ Object AmericaAircraftCarrier EnergyProduction = 0 CommandSet = AmericaAircraftCarrierCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE Weapon = PRIMARY AircraftCarrierOrderLaunch @@ -32618,8 +32618,8 @@ Object AmericaAircraftCarrier Runway2Creation = Hanger1 Taxi4 Runway2CatapultSystem = AircraftCarrierCatapultSteamParent - HealAmountPerSecond = 20 - ApproachHeight = 50 + HealAmountPerSecond = 20.0 + ApproachHeight = 50.0 LandingDeckHeightOffset = 45.0 ParkingCleanupPeriod = 533 ; How often the carrier checks to move planes forward in the queue to fill empty spaces HumanFollowPeriod = 333 ; Human factor for delay like a traffic jam... takes time to react when the guy in front moves. @@ -32678,7 +32678,7 @@ Object AmericaAircraftCarrier GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -32790,7 +32790,7 @@ Object GLASneakAttackTunnelNetworkStart Model = UBSNATK_RS End End - PlacementViewAngle = -44 + PlacementViewAngle = -44.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -32801,7 +32801,7 @@ Object GLASneakAttackTunnelNetworkStart End EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE @@ -32827,9 +32827,9 @@ Object GLASneakAttackTunnelNetworkStart ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = DestroyDie ModuleTag_10 @@ -32933,7 +32933,7 @@ Object GLASneakAttackTunnelNetwork End End - PlacementViewAngle = -44 + PlacementViewAngle = -44.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -32944,7 +32944,7 @@ Object GLASneakAttackTunnelNetwork End EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE Weapon = PRIMARY TunnelNetworkGunDUMMY ; So that AI can attack from it in guard mode. @@ -32973,25 +32973,25 @@ Object GLASneakAttackTunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End Behavior = AIUpdateInterface ModuleTag_AI Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES Stealthed ; defensive weapon @@ -33940,7 +33940,7 @@ Object ChinaInternetCenter Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:InternetCenter @@ -33954,7 +33954,7 @@ Object ChinaInternetCenter EnergyProduction = 0 CommandSet = ChinaInternetCenterCommandSetOne VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorInternetCenter @@ -33985,16 +33985,16 @@ Object ChinaInternetCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2700 + SubdualDamageCap = 2700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives an aiHackInternet command to passengers PassengersAllowedToFire = NO Slots = 8 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 50% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 @@ -34443,7 +34443,7 @@ Object AmericaFireBase Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 @@ -34462,7 +34462,7 @@ Object AmericaFireBase Weapon = PRIMARY FireBaseHowitzerGun End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = FireBaseArmor @@ -34497,9 +34497,9 @@ Object AmericaFireBase ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 ; **Be careful with these damage types -- because area damage types will already ; **damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ; +SMALL_ARMS +POISON +RADIATION +SURRENDER @@ -34512,17 +34512,17 @@ Object AmericaFireBase End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES - NaturalTurretPitch = 1 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 1.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -35250,7 +35250,7 @@ Object GLAArmsDealerNoHole End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -35264,7 +35264,7 @@ Object GLAArmsDealerNoHole EnergyProduction = 0 CommandSet = GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -35290,9 +35290,9 @@ Object GLAArmsDealerNoHole ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = DestroyDie ModuleTag_07 @@ -35316,7 +35316,7 @@ Object GLAArmsDealerNoHole NaturalRallyPoint = X:40.0 Y:-15.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -35340,7 +35340,7 @@ Object GLAArmsDealerNoHole GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER diff --git a/GeneralsZH/Data/INI/Object/FactionProp.ini b/GeneralsZH/Data/INI/Object/FactionProp.ini index 7a24269..67169d5 100644 --- a/GeneralsZH/Data/INI/Object/FactionProp.ini +++ b/GeneralsZH/Data/INI/Object/FactionProp.ini @@ -36,7 +36,7 @@ Object MultiplayerBeacon Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL End diff --git a/GeneralsZH/Data/INI/Object/GC_Chem_GLABuildings.ini b/GeneralsZH/Data/INI/Object/GC_Chem_GLABuildings.ini index ae9df58..b61ea03 100644 --- a/GeneralsZH/Data/INI/Object/GC_Chem_GLABuildings.ini +++ b/GeneralsZH/Data/INI/Object/GC_Chem_GLABuildings.ini @@ -360,7 +360,7 @@ Object GC_Chem_GLATunnelNetwork End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -374,7 +374,7 @@ Object GC_Chem_GLATunnelNetwork BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -417,21 +417,21 @@ Object GC_Chem_GLATunnelNetwork Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES Stealthed ; ATTACK_BUILDINGS ; defensive weapon End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; Kris: Removed this module because units exiting the container would extract information from @@ -886,7 +886,7 @@ Object GC_Chem_GLAStingerSite End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -899,7 +899,7 @@ Object GC_Chem_GLAStingerSite BuildTime = 25.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 ArmorSet Conditions = NONE Armor = StingerSiteArmor @@ -931,9 +931,9 @@ Object GC_Chem_GLAStingerSite ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 @@ -970,7 +970,7 @@ Object GC_Chem_GLAStingerSite ; Behavior = StealthUpdate ModuleTag_13 ; StealthDelay = 2500 ; msec ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 ; InnateStealth = NO ; Requires upgrade first ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -1080,7 +1080,7 @@ Object GC_Chem_GLADemoTrap End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:DemoTrap @@ -1178,7 +1178,7 @@ Object GC_Chem_GLADemoTrap Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 4.0 - GeometryHeight = 9 + GeometryHeight = 9.0 GeometryIsSmall = YES End @@ -1456,7 +1456,7 @@ Object GC_Chem_GLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -1741,7 +1741,7 @@ Object GC_Chem_GLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = GC_Chem_GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -1857,7 +1857,7 @@ Object GC_Chem_GLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -2451,7 +2451,7 @@ Object GC_Chem_GLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -2462,7 +2462,7 @@ Object GC_Chem_GLABarracks EnergyProduction = 0 CommandSet = GC_Chem_GLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -2542,7 +2542,7 @@ Object GC_Chem_GLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -2855,7 +2855,7 @@ Object GC_Chem_GLAPalace End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_02 @@ -3103,7 +3103,7 @@ Object GC_Chem_GLAPalace BuildTime = 45.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -3913,7 +3913,7 @@ Object GC_Chem_GLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -3927,7 +3927,7 @@ Object GC_Chem_GLAArmsDealer EnergyProduction = 0 CommandSet = GC_Chem_GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -3977,7 +3977,7 @@ Object GC_Chem_GLAArmsDealer NaturalRallyPoint = X:40.0 Y:-15.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -4001,7 +4001,7 @@ Object GC_Chem_GLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -4565,7 +4565,7 @@ Object GC_Chem_GLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -4577,7 +4577,7 @@ Object GC_Chem_GLASupplyStash EnergyProduction = 0 CommandSet = GC_Chem_GLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -5301,7 +5301,7 @@ Object GC_Chem_GLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -5315,7 +5315,7 @@ Object GC_Chem_GLABlackMarket EnergyProduction = 0 CommandSet = GC_Chem_GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -6612,7 +6612,7 @@ Object GC_Chem_GLAScudStorm End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ScudStorm @@ -6626,9 +6626,9 @@ Object GC_Chem_GLAScudStorm EnergyProduction = 0 CommandSet = GC_Chem_GLAScudStormCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = NONE Weapon = PRIMARY GC_Chem_ScudStormWeapon diff --git a/GeneralsZH/Data/INI/Object/GC_Chem_GLASystem.ini b/GeneralsZH/Data/INI/Object/GC_Chem_GLASystem.ini index 2c5a1fb..4336004 100644 --- a/GeneralsZH/Data/INI/Object/GC_Chem_GLASystem.ini +++ b/GeneralsZH/Data/INI/Object/GC_Chem_GLASystem.ini @@ -185,7 +185,7 @@ Object GC_Chem_ToxicInfantryGamma Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** @@ -260,7 +260,7 @@ Object GC_Chem_ScudStormMissile KindOf = PROJECTILE ; BALLISTIC_MISSILE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -284,10 +284,10 @@ Object GC_Chem_ScudStormMissile Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = NO FuelLifetime = 0 ; zero is infinite - InitialVelocity = 0 ; in dist/sec + InitialVelocity = 0.0 ; in dist/sec IgnitionFX = FX_ScudStormIgnition - DistanceToTravelBeforeTurning = 500 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + DistanceToTravelBeforeTurning = 500.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor diff --git a/GeneralsZH/Data/INI/Object/GC_Chem_GLAUnits.ini b/GeneralsZH/Data/INI/Object/GC_Chem_GLAUnits.ini index 65ed026..4629c1a 100644 --- a/GeneralsZH/Data/INI/Object/GC_Chem_GLAUnits.ini +++ b/GeneralsZH/Data/INI/Object/GC_Chem_GLAUnits.ini @@ -48,16 +48,16 @@ Object GC_Chem_StingerMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 5000 - InitialVelocity = 200 ; in dist/sec + InitialVelocity = 200.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 5 + DistanceToTravelBeforeTurning = 5.0 IgnitionFX = NONE - DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. + DistanceToTargetForLock = 100.0 ; If it gets within 100 of the target, it kills the target. End Behavior = WeaponBonusUpgrade Upgrade_01 @@ -85,7 +85,7 @@ Object GC_Chem_GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -106,7 +106,7 @@ Object GC_Chem_GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -199,7 +199,7 @@ Object GC_Chem_GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = GC_Chem_GLABarracks @@ -226,7 +226,7 @@ Object GC_Chem_GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -257,7 +257,7 @@ Object GC_Chem_GLAInfantryStingerSoldier ; Behavior = StealthUpdate ModuleTag_10 ; StealthDelay = 2500 ; msec ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 ; InnateStealth = NO ; Requires upgrade first ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -287,10 +287,10 @@ Object GC_Chem_GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -330,8 +330,8 @@ Object GC_Chem_GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -365,7 +365,7 @@ Object GC_Chem_GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrdTOX_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -377,7 +377,7 @@ Object GC_Chem_GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -386,7 +386,7 @@ Object GC_Chem_GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -394,7 +394,7 @@ Object GC_Chem_GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -525,8 +525,8 @@ Object GC_Chem_GLAInfantryRebel Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Chem_GLABarracks End @@ -581,7 +581,7 @@ Object GC_Chem_GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -626,10 +626,10 @@ Object GC_Chem_GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -692,8 +692,8 @@ Object GC_Chem_GLAInfantryRebel GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -714,7 +714,7 @@ Object GC_Chem_GLAInfantryTunnelDefender DefaultConditionState Model = UITunFTox_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -725,11 +725,11 @@ Object GC_Chem_GLAInfantryTunnelDefender End ConditionState = MOVING - Animation = UITunF_SKL.UITunF_WKA 16 - Animation = UITunF_SKL.UITunF_WKB 30 - Animation = UITunF_SKL.UITunF_WKC 30 - Animation = UITunF_SKL.UITunF_RNA 15 - Animation = UITunF_SKL.UITunF_RNB 25 + Animation = UITunF_SKL.UITunF_WKA 16.0 + Animation = UITunF_SKL.UITunF_WKB 30.0 + Animation = UITunF_SKL.UITunF_WKC 30.0 + Animation = UITunF_SKL.UITunF_RNA 15.0 + Animation = UITunF_SKL.UITunF_RNB 25.0 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -812,8 +812,8 @@ Object GC_Chem_GLAInfantryTunnelDefender Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = GLATunnelNetwork ; End @@ -887,10 +887,10 @@ Object GC_Chem_GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -930,8 +930,8 @@ Object GC_Chem_GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -974,16 +974,16 @@ Object GC_Chem_ToxinStreamProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; toxins collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 500 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 @@ -993,7 +993,7 @@ Object GC_Chem_ToxinStreamProjectile Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:GC_Chem_ToxinTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:GC_Chem_ToxinTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -1036,13 +1036,13 @@ Object GC_Chem_GLAInfantryWorker OkToChangeModelColor = YES DefaultConditionState Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -1058,7 +1058,7 @@ Object GC_Chem_GLAInfantryWorker End ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving @@ -1127,7 +1127,7 @@ Object GC_Chem_GLAInfantryWorker End ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -1140,7 +1140,7 @@ Object GC_Chem_GLAInfantryWorker AliasConditionState = ACTIVELY_CONSTRUCTING MOVING CARRYING ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -1213,8 +1213,8 @@ Object GC_Chem_GLAInfantryWorker Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 BuildCost = 200 BuildTime = 5.0 ; in seconds CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles @@ -1251,13 +1251,13 @@ Object GC_Chem_GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 25 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -1292,10 +1292,10 @@ Object GC_Chem_GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1343,8 +1343,8 @@ Object GC_Chem_GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT End @@ -1417,7 +1417,7 @@ Object GC_Chem_GLAVehicleToxinTruck RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray @@ -1450,8 +1450,8 @@ Object GC_Chem_GLAVehicleToxinTruck End BuildCost = 600 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = GC_Chem_GLAArmsDealer End @@ -1496,11 +1496,11 @@ Object GC_Chem_GLAVehicleToxinTruck Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = YES Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 8 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 8.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn ControlledWeaponSlots = PRIMARY End @@ -1589,7 +1589,7 @@ Object GC_Chem_GLAVehicleToxinTruck GeometryHeight = 10.0 ; set to make the projectile stream look right GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1674,8 +1674,8 @@ Object GC_Chem_GLATankScorpion End BuildCost = 600 BuildTime = 7.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Chem_GLAArmsDealer End @@ -1714,7 +1714,7 @@ Object GC_Chem_GLATankScorpion Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -1781,7 +1781,7 @@ Object GC_Chem_GLATankScorpion GeometryHeight = 10.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1854,8 +1854,8 @@ Object GC_Chem_GLAVehicleBombTruck End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = GC_Chem_GLAArmsDealer Object = GC_Chem_GLAPalace @@ -2062,7 +2062,7 @@ Object GC_Chem_GLAVehicleBombTruck GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2131,8 +2131,8 @@ Object GC_Chem_GLAVehicleRadarVan End BuildCost = 500 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 500 + VisionRange = 200.0 + ShroudClearingRange = 500.0 Prerequisites Object = GC_Chem_GLAArmsDealer End @@ -2165,8 +2165,8 @@ Object GC_Chem_GLAVehicleRadarVan KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL Body = ActiveBody ModuleTag_02 - MaxHealth = 200 - InitialHealth = 200 + MaxHealth = 200.0 + InitialHealth = 200.0 End ExperienceValue = 20 20 20 20 ; Experience point value at each level @@ -2199,7 +2199,7 @@ Object GC_Chem_GLAVehicleRadarVan Behavior = AIUpdateInterface ModuleTag_09 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 ControlledWeaponSlots = PRIMARY End End @@ -2264,7 +2264,7 @@ Object GC_Chem_GLAVehicleRadarVan GeometryHeight = 12.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2430,7 +2430,7 @@ Object GC_Chem_GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -2460,8 +2460,8 @@ Object GC_Chem_GLAVehicleQuadCannon End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Chem_GLAArmsDealer End @@ -2506,8 +2506,8 @@ Object GC_Chem_GLAVehicleQuadCannon Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -2575,7 +2575,7 @@ Object GC_Chem_GLAVehicleQuadCannon GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2674,8 +2674,8 @@ Object GC_Chem_GLAVehicleScudLauncher End BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Chem_GLAArmsDealer Object = GC_Chem_GLAPalace @@ -2720,9 +2720,9 @@ Object GC_Chem_GLAVehicleScudLauncher Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -2794,7 +2794,7 @@ Object GC_Chem_GLAVehicleScudLauncher GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2826,7 +2826,7 @@ Object GC_Chem_GLAInfantryHijacker DefaultConditionState Model = UIHJCK_SKN - IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 + IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0.0 25 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA IdleAnimation = UIHJCK_SKL.UIHJCK_IDB AnimationMode = ONCE @@ -2909,8 +2909,8 @@ Object GC_Chem_GLAInfantryHijacker DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = GC_Chem_GLABarracks Object = GC_Chem_GLAPalace @@ -2953,7 +2953,7 @@ Object GC_Chem_GLAInfantryHijacker Behavior = StealthUpdate ModuleTag_02 StealthDelay = 500 ; half-second delay before stealthy StealthForbiddenConditions = MOVING ; only stealthy while stationary - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -3008,10 +3008,10 @@ Object GC_Chem_GLAInfantryHijacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HijackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3051,8 +3051,8 @@ Object GC_Chem_GLAInfantryHijacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3080,7 +3080,7 @@ Object GC_Chem_GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -3090,7 +3090,7 @@ Object GC_Chem_GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -3140,7 +3140,7 @@ Object GC_Chem_GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 30 + Animation = UIHERO_SKL.UIHERO_RNA2 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -3151,7 +3151,7 @@ Object GC_Chem_GLAInfantryJarmenKell AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 30 + Animation = UIHERO_SKL.UIHERO_IRNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -3259,8 +3259,8 @@ Object GC_Chem_GLAInfantryJarmenKell Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Chem_GLABarracks Object = GC_Chem_GLAPalace @@ -3353,10 +3353,10 @@ Object GC_Chem_GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3396,8 +3396,8 @@ Object GC_Chem_GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3429,7 +3429,7 @@ Object GC_Chem_GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -3461,7 +3461,7 @@ Object GC_Chem_GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 15 + Animation = UITRST_SKL.UITRST_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -3470,7 +3470,7 @@ Object GC_Chem_GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -3541,8 +3541,8 @@ Object GC_Chem_GLAInfantryTerrorist Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GC_Chem_GLABarracks End @@ -3637,10 +3637,10 @@ Object GC_Chem_GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = GC_Chem_SuicideDynamitePackBeta @@ -3668,8 +3668,8 @@ Object GC_Chem_GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT diff --git a/GeneralsZH/Data/INI/Object/GC_Slth_GLABuildings.ini b/GeneralsZH/Data/INI/Object/GC_Slth_GLABuildings.ini index 475d137..f892170 100644 --- a/GeneralsZH/Data/INI/Object/GC_Slth_GLABuildings.ini +++ b/GeneralsZH/Data/INI/Object/GC_Slth_GLABuildings.ini @@ -269,7 +269,7 @@ Object GC_Slth_GLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -554,7 +554,7 @@ Object GC_Slth_GLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = GC_Slth_GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -683,7 +683,7 @@ Object GC_Slth_GLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -1274,7 +1274,7 @@ Object GC_Slth_GLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -1286,7 +1286,7 @@ Object GC_Slth_GLASupplyStash EnergyProduction = 0 CommandSet = GC_Slth_GLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -1982,7 +1982,7 @@ Object GC_Slth_GLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -1993,7 +1993,7 @@ Object GC_Slth_GLABarracks EnergyProduction = 0 CommandSet = GC_Slth_GLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -2094,7 +2094,7 @@ Object GC_Slth_GLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -2552,7 +2552,7 @@ Object GC_Slth_GLAStingerSite End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -2565,7 +2565,7 @@ Object GC_Slth_GLAStingerSite BuildTime = 25.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 ArmorSet Conditions = NONE Armor = StingerSiteArmor @@ -2597,9 +2597,9 @@ Object GC_Slth_GLAStingerSite ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 @@ -2634,7 +2634,7 @@ Object GC_Slth_GLAStingerSite Behavior = StealthUpdate ModuleTag_13 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = YES @@ -3067,7 +3067,7 @@ Object GC_Slth_GLATunnelNetwork End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -3081,7 +3081,7 @@ Object GC_Slth_GLATunnelNetwork BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -3116,21 +3116,21 @@ Object GC_Slth_GLATunnelNetwork Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES Stealthed ; ATTACK_BUILDINGS ; defensive weapon End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; Kris: Removed this module because units exiting the container would extract information from @@ -3172,7 +3172,7 @@ Object GC_Slth_GLATunnelNetwork Behavior = StealthUpdate ModuleTag_17 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES ; Requires upgrade first FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% @@ -3989,7 +3989,7 @@ Object GC_Slth_GLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -4003,7 +4003,7 @@ Object GC_Slth_GLAArmsDealer EnergyProduction = 0 CommandSet = GC_Slth_GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -4065,7 +4065,7 @@ Object GC_Slth_GLAArmsDealer NaturalRallyPoint = X:40.0 Y:-15.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -4098,7 +4098,7 @@ Object GC_Slth_GLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -4435,7 +4435,7 @@ Object GC_Slth_GLAPalace End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_02 @@ -4683,7 +4683,7 @@ Object GC_Slth_GLAPalace BuildTime = 45.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -5412,7 +5412,7 @@ Object GC_Slth_GLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -5426,7 +5426,7 @@ Object GC_Slth_GLABlackMarket EnergyProduction = 0 CommandSet = GC_Slth_GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -5650,7 +5650,7 @@ Object GC_Slth_GLADemoTrap End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:DemoTrap @@ -5744,7 +5744,7 @@ Object GC_Slth_GLADemoTrap Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 4.0 - GeometryHeight = 9 + GeometryHeight = 9.0 GeometryIsSmall = YES End @@ -6958,7 +6958,7 @@ Object GC_Slth_GLAScudStorm End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ScudStorm @@ -6972,9 +6972,9 @@ Object GC_Slth_GLAScudStorm EnergyProduction = 0 CommandSet = GLAScudStormCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = NONE Weapon = PRIMARY ScudStormWeapon diff --git a/GeneralsZH/Data/INI/Object/GC_Slth_GLASystem.ini b/GeneralsZH/Data/INI/Object/GC_Slth_GLASystem.ini index 4e066aa..39ee6b8 100644 --- a/GeneralsZH/Data/INI/Object/GC_Slth_GLASystem.ini +++ b/GeneralsZH/Data/INI/Object/GC_Slth_GLASystem.ini @@ -33,15 +33,15 @@ Object GC_Slth_JarmenKellBullet End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; toxins collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 1000 - InitialVelocity = 1000 ; in dist/sec + InitialVelocity = 1000.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 1 diff --git a/GeneralsZH/Data/INI/Object/GC_Slth_GLAUnits.ini b/GeneralsZH/Data/INI/Object/GC_Slth_GLAUnits.ini index 8798e24..1bc6523 100644 --- a/GeneralsZH/Data/INI/Object/GC_Slth_GLAUnits.ini +++ b/GeneralsZH/Data/INI/Object/GC_Slth_GLAUnits.ini @@ -16,14 +16,14 @@ Object GC_Slth_GLAInfantryWorker DefaultConditionState Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -45,7 +45,7 @@ Object GC_Slth_GLAInfantryWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving @@ -121,7 +121,7 @@ Object GC_Slth_GLAInfantryWorker ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -135,7 +135,7 @@ Object GC_Slth_GLAInfantryWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -225,8 +225,8 @@ Object GC_Slth_GLAInfantryWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -267,13 +267,13 @@ Object GC_Slth_GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 25 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -312,10 +312,10 @@ Object GC_Slth_GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -372,8 +372,8 @@ Object GC_Slth_GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -421,7 +421,7 @@ Object GC_Slth_GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -442,7 +442,7 @@ Object GC_Slth_GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -528,7 +528,7 @@ Object GC_Slth_GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = GC_Slth_GLABarracks @@ -552,7 +552,7 @@ Object GC_Slth_GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -575,7 +575,7 @@ Object GC_Slth_GLAInfantryStingerSoldier Behavior = StealthUpdate ModuleTag_10 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -605,10 +605,10 @@ Object GC_Slth_GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -657,8 +657,8 @@ Object GC_Slth_GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -706,7 +706,7 @@ Object GC_Slth_GLAInfantryTunnelDefender DefaultConditionState Model = UITunF_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -717,11 +717,11 @@ Object GC_Slth_GLAInfantryTunnelDefender End ConditionState = MOVING - Animation = UITunF_SKL.UITunF_WKA 16 - Animation = UITunF_SKL.UITunF_WKB 30 - Animation = UITunF_SKL.UITunF_WKC 30 - Animation = UITunF_SKL.UITunF_RNA 15 - Animation = UITunF_SKL.UITunF_RNB 25 + Animation = UITunF_SKL.UITunF_WKA 16.0 + Animation = UITunF_SKL.UITunF_WKB 30.0 + Animation = UITunF_SKL.UITunF_WKC 30.0 + Animation = UITunF_SKL.UITunF_RNA 15.0 + Animation = UITunF_SKL.UITunF_RNB 25.0 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -794,8 +794,8 @@ Object GC_Slth_GLAInfantryTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = GLATunnelNetwork ; End @@ -866,10 +866,10 @@ Object GC_Slth_GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -918,8 +918,8 @@ Object GC_Slth_GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -967,7 +967,7 @@ Object GC_Slth_GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -979,7 +979,7 @@ Object GC_Slth_GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -1029,7 +1029,7 @@ Object GC_Slth_GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 30 + Animation = UIHERO_SKL.UIHERO_RNA2 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1040,7 +1040,7 @@ Object GC_Slth_GLAInfantryJarmenKell AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 30 + Animation = UIHERO_SKL.UIHERO_IRNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1145,8 +1145,8 @@ Object GC_Slth_GLAInfantryJarmenKell Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Slth_GLABarracks Object = GC_Slth_GLAPalace @@ -1239,10 +1239,10 @@ Object GC_Slth_GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1282,8 +1282,8 @@ Object GC_Slth_GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1333,7 +1333,7 @@ Object GC_Slth_GLAInfantrySniper AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 25 + Animation = AIPFDR_SKL.AIPFDR_RNA 25.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -1428,8 +1428,8 @@ Object GC_Slth_GLAInfantrySniper Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = GC_Slth_GLABarracks Object = GC_Slth_GLAPalace @@ -1477,7 +1477,7 @@ Object GC_Slth_GLAInfantrySniper Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -1504,7 +1504,7 @@ Object GC_Slth_GLAInfantrySniper FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -1535,10 +1535,10 @@ Object GC_Slth_GLAInfantrySniper SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1578,8 +1578,8 @@ Object GC_Slth_GLAInfantrySniper GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1645,7 +1645,7 @@ Object GC_Slth_GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrd_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -1655,7 +1655,7 @@ Object GC_Slth_GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -1664,7 +1664,7 @@ Object GC_Slth_GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -1672,7 +1672,7 @@ Object GC_Slth_GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -1798,8 +1798,8 @@ Object GC_Slth_GLAInfantryRebel Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Slth_GLABarracks End @@ -1854,7 +1854,7 @@ Object GC_Slth_GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -1886,10 +1886,10 @@ Object GC_Slth_GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1961,8 +1961,8 @@ Object GC_Slth_GLAInfantryRebel GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1997,7 +1997,7 @@ Object GC_Slth_GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -2029,7 +2029,7 @@ Object GC_Slth_GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 15 + Animation = UITRST_SKL.UITRST_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2038,7 +2038,7 @@ Object GC_Slth_GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2109,8 +2109,8 @@ Object GC_Slth_GLAInfantryTerrorist Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GC_Slth_GLABarracks End @@ -2205,10 +2205,10 @@ Object GC_Slth_GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack @@ -2234,8 +2234,8 @@ Object GC_Slth_GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2267,7 +2267,7 @@ Object GC_Slth_GLAInfantryHijacker DefaultConditionState Model = UIHJCK_SKN - IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 + IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0.0 25 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA IdleAnimation = UIHJCK_SKL.UIHJCK_IDB AnimationMode = ONCE @@ -2350,8 +2350,8 @@ Object GC_Slth_GLAInfantryHijacker DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = GC_Slth_GLABarracks Object = GC_Slth_GLAPalace @@ -2394,7 +2394,7 @@ Object GC_Slth_GLAInfantryHijacker Behavior = StealthUpdate ModuleTag_02 StealthDelay = 1500 StealthForbiddenConditions = ATTACKING ; MOVING - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -2449,10 +2449,10 @@ Object GC_Slth_GLAInfantryHijacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HijackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2492,8 +2492,8 @@ Object GC_Slth_GLAInfantryHijacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2592,8 +2592,8 @@ Object GC_Slth_GLAVehicleRadarVan End BuildCost = 500 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 500 + VisionRange = 200.0 + ShroudClearingRange = 500.0 Prerequisites Object = GC_Slth_GLAArmsDealer End @@ -2626,8 +2626,8 @@ Object GC_Slth_GLAVehicleRadarVan KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL Body = ActiveBody ModuleTag_02 - MaxHealth = 200 - InitialHealth = 200 + MaxHealth = 200.0 + InitialHealth = 200.0 End ExperienceValue = 20 20 20 20 ; Experience point value at each level @@ -2660,7 +2660,7 @@ Object GC_Slth_GLAVehicleRadarVan Behavior = AIUpdateInterface ModuleTag_09 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 ControlledWeaponSlots = PRIMARY End End @@ -2721,7 +2721,7 @@ Object GC_Slth_GLAVehicleRadarVan Behavior = StealthUpdate ModuleTag_20 StealthDelay = 1500 StealthForbiddenConditions = NONE - ; MoveThresholdSpeed = 3 + ; MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -2731,7 +2731,7 @@ Object GC_Slth_GLAVehicleRadarVan GeometryHeight = 12.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2845,9 +2845,9 @@ Object GC_Slth_GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2909,7 +2909,7 @@ Object GC_Slth_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2976,7 +2976,7 @@ Object GC_Slth_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3064,8 +3064,8 @@ Object GC_Slth_GLAVehicleTechnicalChassisOne ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer End @@ -3110,21 +3110,21 @@ Object GC_Slth_GLAVehicleTechnicalChassisOne End Body = ActiveBody ModuleTag_04 - MaxHealth = 180 - InitialHealth = 180 + MaxHealth = 180.0 + InitialHealth = 180.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -3208,7 +3208,7 @@ Object GC_Slth_GLAVehicleTechnicalChassisOne GeometryHeight = 7.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3256,9 +3256,9 @@ ObjectReskin GC_Slth_GLAVehicleTechnicalChassisTwo GC_Slth_GLAVehicleTechnicalCh DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3320,7 +3320,7 @@ ObjectReskin GC_Slth_GLAVehicleTechnicalChassisTwo GC_Slth_GLAVehicleTechnicalCh ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3388,7 +3388,7 @@ ObjectReskin GC_Slth_GLAVehicleTechnicalChassisTwo GC_Slth_GLAVehicleTechnicalCh ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3508,9 +3508,9 @@ ObjectReskin GC_Slth_GLAVehicleTechnicalChassisThree GC_Slth_GLAVehicleTechnical DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3572,7 +3572,7 @@ ObjectReskin GC_Slth_GLAVehicleTechnicalChassisThree GC_Slth_GLAVehicleTechnical ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3639,7 +3639,7 @@ ObjectReskin GC_Slth_GLAVehicleTechnicalChassisThree GC_Slth_GLAVehicleTechnical ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3867,7 +3867,7 @@ Object GC_Slth_GLAVehicleBattleBus PowerslideSpray = RocketBuggyDirtPowerSlide End - PlacementViewAngle = 180 + PlacementViewAngle = 180.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BattleBus Side = GLAStealthGeneral @@ -3912,8 +3912,8 @@ Object GC_Slth_GLAVehicleBattleBus BuildCost = 1000 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = GC_Slth_GLAArmsDealer Object = GC_Slth_GLAPalace @@ -3951,9 +3951,9 @@ Object GC_Slth_GLAVehicleBattleBus ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End IsTrainable = NO @@ -4057,7 +4057,7 @@ Object GC_Slth_GLAVehicleBattleBus GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4671,8 +4671,8 @@ Object GC_Slth_GLAVehicleCombatBike End BuildCost = 500 BuildTime = 8.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Slth_GLAArmsDealer Object = GC_Slth_GLAPalace @@ -4711,13 +4711,13 @@ Object GC_Slth_GLAVehicleCombatBike KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -4844,7 +4844,7 @@ Object GC_Slth_GLAVehicleCombatBike Slots = 1 InitialPayload = GC_Slth_GLAInfantryRebel 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -4885,7 +4885,7 @@ Object GC_Slth_GLAVehicleCombatBike GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5467,8 +5467,8 @@ Object GC_Slth_GLAVehicleCombatBikeRocket End BuildCost = 500 BuildTime = 8.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Slth_GLAArmsDealer Object = GC_Slth_GLAPalace @@ -5507,13 +5507,13 @@ Object GC_Slth_GLAVehicleCombatBikeRocket KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -5640,7 +5640,7 @@ Object GC_Slth_GLAVehicleCombatBikeRocket Slots = 1 InitialPayload = GC_Slth_GLAInfantryTunnelDefender 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -5681,7 +5681,7 @@ Object GC_Slth_GLAVehicleCombatBikeRocket GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6263,8 +6263,8 @@ Object GC_Slth_GLAVehicleCombatBikeTerrorist End BuildCost = 500 BuildTime = 8.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Slth_GLAArmsDealer Object = GC_Slth_GLAPalace @@ -6303,13 +6303,13 @@ Object GC_Slth_GLAVehicleCombatBikeTerrorist KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -6436,7 +6436,7 @@ Object GC_Slth_GLAVehicleCombatBikeTerrorist Slots = 1 InitialPayload = GC_Slth_GLAInfantryTerrorist 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -6477,7 +6477,7 @@ Object GC_Slth_GLAVehicleCombatBikeTerrorist GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6681,7 +6681,7 @@ Object GC_Slth_GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -6732,8 +6732,8 @@ Object GC_Slth_GLAVehicleQuadCannon End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GC_Slth_GLAArmsDealer End @@ -6779,8 +6779,8 @@ Object GC_Slth_GLAVehicleQuadCannon Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -6859,6 +6859,6 @@ Object GC_Slth_GLAVehicleQuadCannon GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/GLAAir.ini b/GeneralsZH/Data/INI/Object/GLAAir.ini index 8121992..385affc 100644 --- a/GeneralsZH/Data/INI/Object/GLAAir.ini +++ b/GeneralsZH/Data/INI/Object/GLAAir.ini @@ -110,10 +110,10 @@ Object GLAJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -122,7 +122,7 @@ Object GLAJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE FORCEATTACKABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -159,7 +159,7 @@ Object GLAJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -182,6 +182,6 @@ Object GLAJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/GLACINEUnit.ini b/GeneralsZH/Data/INI/Object/GLACINEUnit.ini index 6514488..7a18694 100644 --- a/GeneralsZH/Data/INI/Object/GLACINEUnit.ini +++ b/GeneralsZH/Data/INI/Object/GLACINEUnit.ini @@ -20,7 +20,7 @@ Object CINE_GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -30,7 +30,7 @@ Object CINE_GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -66,7 +66,7 @@ Object CINE_GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 40 + Animation = UIHERO_SKL.UIHERO_RNA2 40.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -77,7 +77,7 @@ Object CINE_GLAInfantryJarmenKell AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 24 + Animation = UIHERO_SKL.UIHERO_IRNA 24.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -185,8 +185,8 @@ Object CINE_GLAInfantryJarmenKell Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 225 - ShroudClearingRange = 300 + VisionRange = 225.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks Object = GLAPalace @@ -270,10 +270,10 @@ Object CINE_GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -313,8 +313,8 @@ Object CINE_GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -335,7 +335,7 @@ Object CINE_GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -356,7 +356,7 @@ Object CINE_GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -439,7 +439,7 @@ Object CINE_GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = GLABarracks @@ -467,7 +467,7 @@ Object CINE_GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -513,10 +513,10 @@ Object CINE_GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -557,8 +557,8 @@ Object CINE_GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -686,8 +686,8 @@ Object CINE_GLAVehicleRocketBuggy End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -726,12 +726,12 @@ Object CINE_GLAVehicleRocketBuggy KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 120 - InitialHealth = 120 + MaxHealth = 120.0 + InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 90 + TurretTurnRate = 90.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -798,7 +798,7 @@ Object CINE_GLAVehicleRocketBuggy GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1368,8 +1368,8 @@ Object CINE_GLAVehicleCombatBike End BuildCost = 500 BuildTime = 8.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -1409,13 +1409,13 @@ Object CINE_GLAVehicleCombatBike KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -1495,7 +1495,7 @@ Object CINE_GLAVehicleCombatBike Slots = 1 InitialPayload = GLAInfantryRebel 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -1531,7 +1531,7 @@ Object CINE_GLAVehicleCombatBike GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1590,16 +1590,16 @@ Object CINE_SCUDMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = NO FuelLifetime = 8000 IgnitionDelay = 0 ; IgnitionFX = FX_ScudStormIgnition ; NOT WORKING - InitialVelocity = 50 ; in dist/sec - DistanceToTravelBeforeTurning = 200 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 50.0 ; in dist/sec + DistanceToTravelBeforeTurning = 200.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDMissileLocomotor @@ -1643,7 +1643,7 @@ Object CINE_GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrd_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -1653,7 +1653,7 @@ Object CINE_GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -1662,7 +1662,7 @@ Object CINE_GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 21 ; used to be 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 21.0 ; used to be 15 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -1670,7 +1670,7 @@ Object CINE_GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -1786,8 +1786,8 @@ Object CINE_GLAInfantryRebel Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks End @@ -1842,7 +1842,7 @@ Object CINE_GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -1881,10 +1881,10 @@ Object CINE_GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1940,13 +1940,13 @@ Object CINE_GLAInfantryRebel Geometry = CYLINDER - GeometryMajorRadius = 1 - GeometryMinorRadius = 1 + GeometryMajorRadius = 1.0 + GeometryMinorRadius = 1.0 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1972,7 +1972,7 @@ Object CINE_GLAInfantryTunnelDefender DefaultConditionState Model = UITunF_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -1984,10 +1984,10 @@ Object CINE_GLAInfantryTunnelDefender ConditionState = MOVING Animation = UITunF_SKL.UITunF_WKA 18.5 ; used to be 16 - Animation = UITunF_SKL.UITunF_WKB 36 ; used to be 30 - Animation = UITunF_SKL.UITunF_WKC 40 ; used to be 30 - Animation = UITunF_SKL.UITunF_RNA 25 ; used to be 15 - Animation = UITunF_SKL.UITunF_RNB 38 ; used to be 25 + Animation = UITunF_SKL.UITunF_WKB 36.0 ; used to be 30 + Animation = UITunF_SKL.UITunF_WKC 40.0 ; used to be 30 + Animation = UITunF_SKL.UITunF_RNA 25.0 ; used to be 15 + Animation = UITunF_SKL.UITunF_RNB 38.0 ; used to be 25 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -2060,8 +2060,8 @@ Object CINE_GLAInfantryTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = GLATunnelNetwork ; End @@ -2133,10 +2133,10 @@ Object CINE_GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2175,8 +2175,8 @@ Object CINE_GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2271,9 +2271,9 @@ Object CINE_GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2335,7 +2335,7 @@ Object CINE_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2402,7 +2402,7 @@ Object CINE_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2490,8 +2490,8 @@ Object CINE_GLAVehicleTechnicalChassisOne ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 300 + VisionRange = 100.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -2535,15 +2535,15 @@ Object CINE_GLAVehicleTechnicalChassisOne End Body = ActiveBody ModuleTag_04 - MaxHealth = 180 - InitialHealth = 180 + MaxHealth = 180.0 + InitialHealth = 180.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -2665,9 +2665,9 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisTwo CINE_GLAVehicleTechnicalChassisO DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2729,7 +2729,7 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisTwo CINE_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2797,7 +2797,7 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisTwo CINE_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2912,9 +2912,9 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisThree CINE_GLAVehicleTechnicalChassi DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -2976,7 +2976,7 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisThree CINE_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3040,7 +3040,7 @@ ObjectReskin CINE_GLAVehicleTechnicalChassisThree CINE_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -3191,8 +3191,8 @@ Object CINE_GLATankScorpion End BuildCost = 600 BuildTime = 7.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -3231,7 +3231,7 @@ Object CINE_GLATankScorpion Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -3350,8 +3350,8 @@ Object CINE_GLAInfantryAngryMobNexus BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 200 ; it can scout for the spawn - ShroudClearingRange = 0 + VisionRange = 200.0 ; it can scout for the spawn + ShroudClearingRange = 0.0 Prerequisites Object = GLABarracks @@ -3456,10 +3456,10 @@ Object CINE_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0.0 12 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -3548,9 +3548,9 @@ Object CINE_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0.0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -3710,8 +3710,8 @@ Object CINE_GLAInfantryAngryMobPistol01 Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -3786,10 +3786,10 @@ Object CINE_GLAInfantryAngryMobPistol01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -3827,8 +3827,8 @@ Object CINE_GLAInfantryAngryMobPistol01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3849,10 +3849,10 @@ Object CINE_GLAInfantryAngryMobPistol03 DefaultConditionState ; Idle with pistol holstered Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0.0 12 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -3940,9 +3940,9 @@ Object CINE_GLAInfantryAngryMobPistol03 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0.0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -4094,8 +4094,8 @@ Object CINE_GLAInfantryAngryMobPistol03 Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -4170,10 +4170,10 @@ Object CINE_GLAInfantryAngryMobPistol03 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -4211,8 +4211,8 @@ Object CINE_GLAInfantryAngryMobPistol03 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4233,10 +4233,10 @@ Object CINE_GLAInfantryAngryMobPistol05 DefaultConditionState ; Idle with pistol holstered Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0.0 12 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -4325,9 +4325,9 @@ Object CINE_GLAInfantryAngryMobPistol05 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0.0 6 IdleAnimation = UIMOB05_SKL.UIMOB05_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -4483,8 +4483,8 @@ Object CINE_GLAInfantryAngryMobPistol05 Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -4559,10 +4559,10 @@ Object CINE_GLAInfantryAngryMobPistol05 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -4600,8 +4600,8 @@ Object CINE_GLAInfantryAngryMobPistol05 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4767,7 +4767,7 @@ Object CINE_GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -4797,8 +4797,8 @@ Object CINE_GLAVehicleQuadCannon End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 350 - ShroudClearingRange = 300 + VisionRange = 350.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -4844,8 +4844,8 @@ Object CINE_GLAVehicleQuadCannon Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -4991,8 +4991,8 @@ Object CINE_GLAVehicleScudLauncher End BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 500 - ShroudClearingRange = 300 + VisionRange = 500.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -5035,9 +5035,9 @@ Object CINE_GLAVehicleScudLauncher Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -5172,8 +5172,8 @@ Object CINE_GLAVehicleBombTruck End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -5470,7 +5470,7 @@ Object CINE_GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -5502,7 +5502,7 @@ Object CINE_GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 23 ; used to be 15 + Animation = UITRST_SKL.UITRST_RNA 23.0 ; used to be 15 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -5511,7 +5511,7 @@ Object CINE_GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -5582,8 +5582,8 @@ Object CINE_GLAInfantryTerrorist Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLABarracks End @@ -5671,10 +5671,10 @@ Object CINE_GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack @@ -5694,8 +5694,8 @@ Object CINE_GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -5755,7 +5755,7 @@ Object CINE_GLAVehicleToxinTruck RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray @@ -5788,8 +5788,8 @@ Object CINE_GLAVehicleToxinTruck End BuildCost = 600 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer End @@ -5834,11 +5834,11 @@ Object CINE_GLAVehicleToxinTruck Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = YES Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 8 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 8.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn ControlledWeaponSlots = PRIMARY End @@ -5943,14 +5943,14 @@ Object CINE_GLAInfantryWorker DefaultConditionState HideSubObject = BOX MINED_SKIN Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Stand @@ -5972,7 +5972,7 @@ Object CINE_GLAInfantryWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector @@ -5983,19 +5983,19 @@ Object CINE_GLAInfantryWorker ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB1 AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_MetalDetector TRANS_Stand ShowSubObject = MINED_SKIN Animation = UIWRKR_SKL.UIWRKR_TRB2 AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -6009,7 +6009,7 @@ Object CINE_GLAInfantryWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -6099,8 +6099,8 @@ Object CINE_GLAInfantryWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -6141,13 +6141,13 @@ Object CINE_GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 25 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -6182,10 +6182,10 @@ Object CINE_GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -6232,8 +6232,8 @@ Object CINE_GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -6273,8 +6273,8 @@ Object CINE_StlLightTank End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer End @@ -6315,9 +6315,9 @@ Object CINE_StlLightTank ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 400 + SubdualDamageCap = 400.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret @@ -6373,7 +6373,7 @@ Object CINE_StlLightTank GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6411,7 +6411,7 @@ Object CINE_CheeringRebel01 End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -6420,7 +6420,7 @@ Object CINE_CheeringRebel01 ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -6428,7 +6428,7 @@ Object CINE_CheeringRebel01 AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -6556,8 +6556,8 @@ Object CINE_CheeringRebel01 Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks End @@ -6612,7 +6612,7 @@ Object CINE_CheeringRebel01 Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -6651,10 +6651,10 @@ Object CINE_CheeringRebel01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -6738,8 +6738,8 @@ Object CINE_CheeringRebel01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -6779,7 +6779,7 @@ Object CINE_CheeringRebel02 End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -6788,7 +6788,7 @@ Object CINE_CheeringRebel02 ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -6796,7 +6796,7 @@ Object CINE_CheeringRebel02 AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -6924,8 +6924,8 @@ Object CINE_CheeringRebel02 Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks End @@ -6980,7 +6980,7 @@ Object CINE_CheeringRebel02 Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -7019,10 +7019,10 @@ Object CINE_CheeringRebel02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -7106,8 +7106,8 @@ Object CINE_CheeringRebel02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7140,11 +7140,11 @@ Object CINE_CheeringTunnelDefender End ConditionState = MOVING - Animation = UITunF_SKL.UITunF_WKA 16 - Animation = UITunF_SKL.UITunF_WKB 30 - Animation = UITunF_SKL.UITunF_WKC 30 - Animation = UITunF_SKL.UITunF_RNA 15 - Animation = UITunF_SKL.UITunF_RNB 25 + Animation = UITunF_SKL.UITunF_WKA 16.0 + Animation = UITunF_SKL.UITunF_WKB 30.0 + Animation = UITunF_SKL.UITunF_WKC 30.0 + Animation = UITunF_SKL.UITunF_RNA 15.0 + Animation = UITunF_SKL.UITunF_RNB 25.0 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -7217,8 +7217,8 @@ Object CINE_CheeringTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = GLATunnelNetwork ; End @@ -7290,10 +7290,10 @@ Object CINE_CheeringTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -7333,8 +7333,8 @@ Object CINE_CheeringTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7386,7 +7386,7 @@ Object CINE_CheeringTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 15 + Animation = UITRST_SKL.UITRST_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -7395,7 +7395,7 @@ Object CINE_CheeringTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -7468,8 +7468,8 @@ Object CINE_CheeringTerrorist Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLABarracks End @@ -7564,10 +7564,10 @@ Object CINE_CheeringTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack @@ -7587,8 +7587,8 @@ Object CINE_CheeringTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7695,8 +7695,8 @@ Object CINE_CheeringHijacker DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLABarracks Object = GLAPalace @@ -7741,7 +7741,7 @@ Object CINE_CheeringHijacker Behavior = StealthUpdate ModuleTag_02 StealthDelay = 500 ; half-second delay before stealthy StealthForbiddenConditions = MOVING ; only stealthy while stationary - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -7796,10 +7796,10 @@ Object CINE_CheeringHijacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HijackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -7839,8 +7839,8 @@ Object CINE_CheeringHijacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -7871,7 +7871,7 @@ Object CINE_CheeringWorker End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -7893,7 +7893,7 @@ Object CINE_CheeringWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving @@ -7969,7 +7969,7 @@ Object CINE_CheeringWorker ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -7983,7 +7983,7 @@ Object CINE_CheeringWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -8075,8 +8075,8 @@ Object CINE_CheeringWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -8117,13 +8117,13 @@ Object CINE_CheeringWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 25 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -8162,10 +8162,10 @@ Object CINE_CheeringWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -8229,8 +8229,8 @@ Object CINE_CheeringWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -8262,7 +8262,7 @@ Object CINE_GLAInfantryRebel_SUR ; standing DefaultConditionState Model = UIRGrd_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -8279,7 +8279,7 @@ Object CINE_GLAInfantryRebel_SUR ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -8287,7 +8287,7 @@ Object CINE_GLAInfantryRebel_SUR AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -8413,8 +8413,8 @@ Object CINE_GLAInfantryRebel_SUR Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks End @@ -8535,8 +8535,8 @@ Object CINE_GLAInfantryRebel_SUR GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -8615,7 +8615,7 @@ Object CINE_akStature End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -8803,7 +8803,7 @@ Object GLAVehicleBattleBusHighDef PowerslideSpray = RocketBuggyDirtPowerSlide End - PlacementViewAngle = 180 + PlacementViewAngle = 180.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BattleBus Side = GLA @@ -8849,8 +8849,8 @@ Object GLAVehicleBattleBusHighDef BuildCost = 1000 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -8888,9 +8888,9 @@ Object GLAVehicleBattleBusHighDef ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End IsTrainable = NO @@ -8946,9 +8946,9 @@ Object GLAVehicleBattleBusHighDef ; Module 11 cut. ; Behavior = HordeUpdate ModuleTag_11 - ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + ; RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman ; UpdateRate = 1000 ; how often to recheck horde status (msec) - ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + ; Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) ; AlliesOnly = YES ; do we only count allies towards horde status? ; ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) ; Count = 5 ; how many units must be within Radius to grant us horde-ness @@ -8992,7 +8992,7 @@ Object GLAVehicleBattleBusHighDef GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -9167,8 +9167,8 @@ Object CINE_GLAVehicleScudLauncherHd End BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -9212,16 +9212,16 @@ Object CINE_GLAVehicleScudLauncherHd ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -9293,7 +9293,7 @@ Object CINE_GLAVehicleScudLauncherHd GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/GLAInfantry.ini b/GeneralsZH/Data/INI/Object/GLAInfantry.ini index 2f47720..1d5a979 100644 --- a/GeneralsZH/Data/INI/Object/GLAInfantry.ini +++ b/GeneralsZH/Data/INI/Object/GLAInfantry.ini @@ -25,7 +25,7 @@ Object GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrd_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -35,7 +35,7 @@ Object GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -44,7 +44,7 @@ Object GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -52,7 +52,7 @@ Object GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -178,8 +178,8 @@ Object GLAInfantryRebel Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLABarracks End @@ -234,7 +234,7 @@ Object GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -273,10 +273,10 @@ Object GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -360,8 +360,8 @@ Object GLAInfantryRebel GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -386,7 +386,7 @@ Object GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -396,7 +396,7 @@ Object GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -446,7 +446,7 @@ Object GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 30 + Animation = UIHERO_SKL.UIHERO_RNA2 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -460,7 +460,7 @@ Object GLAInfantryJarmenKell AliasConditionState = MOVING DOCKING_ACTIVE ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 30 + Animation = UIHERO_SKL.UIHERO_IRNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -563,8 +563,8 @@ Object GLAInfantryJarmenKell Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = GLABarracks Object = GLAPalace @@ -657,10 +657,10 @@ Object GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -700,8 +700,8 @@ Object GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -732,7 +732,7 @@ Object GLAInfantryTunnelDefender DefaultConditionState Model = UITunF_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -743,11 +743,11 @@ Object GLAInfantryTunnelDefender End ConditionState = MOVING - Animation = UITunF_SKL.UITunF_WKA 16 - Animation = UITunF_SKL.UITunF_WKB 30 - Animation = UITunF_SKL.UITunF_WKC 30 - Animation = UITunF_SKL.UITunF_RNA 15 - Animation = UITunF_SKL.UITunF_RNB 25 + Animation = UITunF_SKL.UITunF_WKA 16.0 + Animation = UITunF_SKL.UITunF_WKB 30.0 + Animation = UITunF_SKL.UITunF_WKC 30.0 + Animation = UITunF_SKL.UITunF_RNA 15.0 + Animation = UITunF_SKL.UITunF_RNB 25.0 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -820,8 +820,8 @@ Object GLAInfantryTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = GLATunnelNetwork ; End @@ -892,10 +892,10 @@ Object GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -935,8 +935,8 @@ Object GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -957,7 +957,7 @@ Object GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -978,7 +978,7 @@ Object GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -1064,7 +1064,7 @@ Object GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = GLABarracks @@ -1091,7 +1091,7 @@ Object GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -1118,7 +1118,7 @@ Object GLAInfantryStingerSoldier Behavior = StealthUpdate ModuleTag_09 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = NO ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -1148,10 +1148,10 @@ Object GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1191,8 +1191,8 @@ Object GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1220,7 +1220,7 @@ Object GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -1252,7 +1252,7 @@ Object GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 15 + Animation = UITRST_SKL.UITRST_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1261,7 +1261,7 @@ Object GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1332,8 +1332,8 @@ Object GLAInfantryTerrorist Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLABarracks End @@ -1429,10 +1429,10 @@ Object GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack @@ -1452,8 +1452,8 @@ Object GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1515,8 +1515,8 @@ Object GLAInfantryAngryMobNexus BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; it can scout for the spawn - ShroudClearingRange = 0 + VisionRange = 150.0 ; it can scout for the spawn + ShroudClearingRange = 0.0 Prerequisites Object = GLABarracks @@ -1627,10 +1627,10 @@ Object GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0.0 12 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -1706,9 +1706,9 @@ Object GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0.0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -1851,8 +1851,8 @@ Object GLAInfantryAngryMobPistol01 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -1927,10 +1927,10 @@ Object GLAInfantryAngryMobPistol01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabMaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -1968,8 +1968,8 @@ Object GLAInfantryAngryMobPistol01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1988,10 +1988,10 @@ Object GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -2066,9 +2066,9 @@ Object GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0.0 6 IdleAnimation = UIMOB02_SKL.UIMOB02_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -2176,8 +2176,8 @@ Object GLAInfantryAngryMobRock02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks End @@ -2252,10 +2252,10 @@ Object GLAInfantryAngryMobRock02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabFemaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2293,8 +2293,8 @@ Object GLAInfantryAngryMobRock02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2315,10 +2315,10 @@ ObjectReskin GLAInfantryAngryMobPistol03 GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0.0 12 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -2396,9 +2396,9 @@ ObjectReskin GLAInfantryAngryMobPistol03 GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0.0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -2551,10 +2551,10 @@ ObjectReskin GLAInfantryAngryMobRock04 GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0 12 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0.0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -2636,9 +2636,9 @@ ObjectReskin GLAInfantryAngryMobRock04 GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0.0 6 IdleAnimation = UIMOB04_SKL.UIMOB04_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -2751,10 +2751,10 @@ ObjectReskin GLAInfantryAngryMobPistol05 GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0.0 12 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -2830,9 +2830,9 @@ ObjectReskin GLAInfantryAngryMobPistol05 GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0.0 6 IdleAnimation = UIMOB05_SKL.UIMOB05_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -2989,10 +2989,10 @@ Object GLAInfantryAngryMobMolotov02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_B @@ -3098,8 +3098,8 @@ Object GLAInfantryAngryMobMolotov02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = GLABarracks @@ -3175,10 +3175,10 @@ Object GLAInfantryAngryMobMolotov02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabFemaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3216,8 +3216,8 @@ Object GLAInfantryAngryMobMolotov02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3248,7 +3248,7 @@ Object GLAInfantryHijacker DefaultConditionState Model = UIHJCK_SKN - IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 + IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0.0 25 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA IdleAnimation = UIHJCK_SKL.UIHJCK_IDB AnimationMode = ONCE @@ -3331,8 +3331,8 @@ Object GLAInfantryHijacker DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLABarracks Object = GLAPalace @@ -3377,7 +3377,7 @@ Object GLAInfantryHijacker Behavior = StealthUpdate ModuleTag_02 StealthDelay = 500 ; half-second delay before stealthy StealthForbiddenConditions = MOVING ; only stealthy while stationary - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -3432,10 +3432,10 @@ Object GLAInfantryHijacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HijackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3475,8 +3475,8 @@ Object GLAInfantryHijacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3504,14 +3504,14 @@ Object GLAInfantryWorker DefaultConditionState Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -3533,7 +3533,7 @@ Object GLAInfantryWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving @@ -3609,7 +3609,7 @@ Object GLAInfantryWorker ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -3623,7 +3623,7 @@ Object GLAInfantryWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -3713,8 +3713,8 @@ Object GLAInfantryWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -3755,13 +3755,13 @@ Object GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 8 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -3800,10 +3800,10 @@ Object GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3867,8 +3867,8 @@ Object GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3900,14 +3900,14 @@ Object GLAInfantrySaboteur ; standing DefaultConditionState Model = UISabotr_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -3955,8 +3955,8 @@ Object GLAInfantrySaboteur Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -4069,10 +4069,10 @@ Object GLAInfantrySaboteur SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_SaboteurDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -4129,8 +4129,8 @@ Object GLAInfantrySaboteur GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT diff --git a/GeneralsZH/Data/INI/Object/GLAMiscUnit.ini b/GeneralsZH/Data/INI/Object/GLAMiscUnit.ini index bd4686f..b76f521 100644 --- a/GeneralsZH/Data/INI/Object/GLAMiscUnit.ini +++ b/GeneralsZH/Data/INI/Object/GLAMiscUnit.ini @@ -30,7 +30,7 @@ Object GLARocketBuggyFullDebris End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End Behavior = LifetimeUpdate ModuleTag_04 @@ -86,7 +86,7 @@ Object GLACombatBikeFullDebris End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End Behavior = LifetimeUpdate ModuleTag_04 @@ -138,7 +138,7 @@ Object GLACombatBikeToppledHulk End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -188,7 +188,7 @@ Object RocketBuggyMissileDebris End Behavior = PhysicsBehavior ModuleTag_03 - Mass = 3 + Mass = 3.0 AllowBouncing = YES End diff --git a/GeneralsZH/Data/INI/Object/GLAVehicle.ini b/GeneralsZH/Data/INI/Object/GLAVehicle.ini index 3d93379..d506ff9 100644 --- a/GeneralsZH/Data/INI/Object/GLAVehicle.ini +++ b/GeneralsZH/Data/INI/Object/GLAVehicle.ini @@ -145,8 +145,8 @@ Object GLATankScorpion End BuildCost = 600 BuildTime = 7.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -184,14 +184,14 @@ Object GLATankScorpion ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 740 + SubdualDamageCap = 740.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -258,7 +258,7 @@ Object GLATankScorpion GeometryHeight = 10.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -370,8 +370,8 @@ Object GLAVehicleRocketBuggy End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -410,18 +410,18 @@ Object GLAVehicleRocketBuggy KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 120 - InitialHealth = 120 + MaxHealth = 120.0 + InitialHealth = 120.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 240 + SubdualDamageCap = 240.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 90 + TurretTurnRate = 90.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -488,7 +488,7 @@ Object GLAVehicleRocketBuggy GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1173,8 +1173,8 @@ Object GLAVehicleCombatBike End BuildCost = 500 BuildTime = 4.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -1212,19 +1212,19 @@ Object GLAVehicleCombatBike KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -1359,7 +1359,7 @@ Object GLAVehicleCombatBike Slots = 1 InitialPayload = GLAInfantryRebel 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -1411,7 +1411,7 @@ Object GLAVehicleCombatBike GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1993,8 +1993,8 @@ Object GLAVehicleCombatBikeRocket End BuildCost = 500 BuildTime = 8.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -2033,19 +2033,19 @@ Object GLAVehicleCombatBikeRocket KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -2172,7 +2172,7 @@ Object GLAVehicleCombatBikeRocket Slots = 1 InitialPayload = GLAInfantryTunnelDefender 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -2214,7 +2214,7 @@ Object GLAVehicleCombatBikeRocket GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2796,8 +2796,8 @@ Object GLAVehicleCombatBikeTerrorist End BuildCost = 500 BuildTime = 8.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 ; Remove - JMC 8/6/03 - This is not usable by the player but I can use it for any AI if the prereqs are gone. ; Prerequisites ; Object = GLAArmsDealer @@ -2837,19 +2837,19 @@ Object GLAVehicleCombatBikeTerrorist KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -2976,7 +2976,7 @@ Object GLAVehicleCombatBikeTerrorist Slots = 1 InitialPayload = GLAInfantryTerrorist 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -3018,7 +3018,7 @@ Object GLAVehicleCombatBikeTerrorist GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3180,7 +3180,7 @@ Object GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -3210,8 +3210,8 @@ Object GLAVehicleQuadCannon End BuildCost = 700 BuildTime = 6.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -3256,15 +3256,15 @@ Object GLAVehicleQuadCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 440 + SubdualDamageCap = 440.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -3332,7 +3332,7 @@ Object GLAVehicleQuadCannon GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3526,7 +3526,7 @@ Object GLAVehicleToxinTruck RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray @@ -3583,8 +3583,8 @@ Object GLAVehicleToxinTruck End BuildCost = 600 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer End @@ -3627,19 +3627,19 @@ Object GLAVehicleToxinTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = YES Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 8 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 8.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn ControlledWeaponSlots = PRIMARY End @@ -3728,7 +3728,7 @@ Object GLAVehicleToxinTruck GeometryHeight = 10.0 ; set to make the projectile stream look right GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3802,8 +3802,8 @@ Object GLAVehicleBombTruck End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -3842,9 +3842,9 @@ Object GLAVehicleBombTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 440 + SubdualDamageCap = 440.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level @@ -4086,7 +4086,7 @@ Object GLAVehicleBombTruck GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4262,8 +4262,8 @@ Object GLAVehicleScudLauncher End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -4307,16 +4307,16 @@ Object GLAVehicleScudLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -4392,7 +4392,7 @@ Object GLAVehicleScudLauncher GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4488,9 +4488,9 @@ Object GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -4552,7 +4552,7 @@ Object GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -4619,7 +4619,7 @@ Object GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -4707,8 +4707,8 @@ Object GLAVehicleTechnicalChassisOne ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer End @@ -4753,21 +4753,21 @@ Object GLAVehicleTechnicalChassisOne End Body = ActiveBody ModuleTag_04 - MaxHealth = 180 - InitialHealth = 180 + MaxHealth = 180.0 + InitialHealth = 180.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -4841,7 +4841,7 @@ Object GLAVehicleTechnicalChassisOne GeometryHeight = 7.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4889,9 +4889,9 @@ ObjectReskin GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -4953,7 +4953,7 @@ ObjectReskin GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -5021,7 +5021,7 @@ ObjectReskin GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -5141,9 +5141,9 @@ ObjectReskin GLAVehicleTechnicalChassisThree GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -5205,7 +5205,7 @@ ObjectReskin GLAVehicleTechnicalChassisThree GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -5272,7 +5272,7 @@ ObjectReskin GLAVehicleTechnicalChassisThree GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -5385,8 +5385,8 @@ Object GLALightTank End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer End @@ -5425,9 +5425,9 @@ Object GLALightTank ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 400 + SubdualDamageCap = 400.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret @@ -5473,7 +5473,7 @@ Object GLALightTank GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5504,8 +5504,8 @@ Object GLAVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 100 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE @@ -5529,8 +5529,8 @@ Object GLAVehicleDozer End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something End Locomotor = SET_NORMAL BasicTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 @@ -5553,7 +5553,7 @@ Object GLAVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5710,8 +5710,8 @@ Object GLATankMarauder End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = GLAArmsDealer Science = SCIENCE_MarauderTank @@ -5752,9 +5752,9 @@ Object GLATankMarauder ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 860 + SubdualDamageCap = 860.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -5811,7 +5811,7 @@ Object GLATankMarauder GeometryHeight = 9.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5876,8 +5876,8 @@ Object GLAVehicleRadarVan End BuildCost = 500 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 500 + VisionRange = 200.0 + ShroudClearingRange = 500.0 Prerequisites Object = GLAArmsDealer End @@ -5910,14 +5910,14 @@ Object GLAVehicleRadarVan KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL Body = ActiveBody ModuleTag_02 - MaxHealth = 200 - InitialHealth = 200 + MaxHealth = 200.0 + InitialHealth = 200.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 400 + SubdualDamageCap = 400.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End ExperienceValue = 20 20 20 20 ; Experience point value at each level @@ -5950,7 +5950,7 @@ Object GLAVehicleRadarVan Behavior = AIUpdateInterface ModuleTag_09 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 ControlledWeaponSlots = PRIMARY End End @@ -5989,7 +5989,7 @@ Object GLAVehicleRadarVan Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 250 ; Dustin, enable this for independent balancing! + DetectionRange = 250.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -6015,7 +6015,7 @@ Object GLAVehicleRadarVan GeometryHeight = 12.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6169,7 +6169,7 @@ Object GLAVehicleBattleBus PowerslideSpray = RocketBuggyDirtPowerSlide End - PlacementViewAngle = 180 + PlacementViewAngle = 180.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BattleBus Side = GLA @@ -6221,8 +6221,8 @@ Object GLAVehicleBattleBus BuildCost = 1000 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = GLAArmsDealer Object = GLAPalace @@ -6262,9 +6262,9 @@ Object GLAVehicleBattleBus ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 750 + SubdualDamageCap = 750.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End IsTrainable = NO @@ -6322,9 +6322,9 @@ Object GLAVehicleBattleBus ; Module 11 cut. ; Behavior = HordeUpdate ModuleTag_11 - ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + ; RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman ; UpdateRate = 1000 ; how often to recheck horde status (msec) - ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + ; Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) ; AlliesOnly = YES ; do we only count allies towards horde status? ; ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) ; Count = 5 ; how many units must be within Radius to grant us horde-ness @@ -6373,7 +6373,7 @@ Object GLAVehicleBattleBus GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6466,8 +6466,8 @@ Object GLAVehicleScudLauncherHiDef End BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Chem_GLAArmsDealer Object = Chem_GLAPalace @@ -6512,9 +6512,9 @@ Object GLAVehicleScudLauncherHiDef Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -6586,7 +6586,7 @@ Object GLAVehicleScudLauncherHiDef GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/Hulk.ini b/GeneralsZH/Data/INI/Object/Hulk.ini index 5e18105..1b1b0a3 100644 --- a/GeneralsZH/Data/INI/Object/Hulk.ini +++ b/GeneralsZH/Data/INI/Object/Hulk.ini @@ -26,7 +26,7 @@ Object DeadMicrowaveHulk Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -37,7 +37,7 @@ Object DeadMicrowaveHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -83,7 +83,7 @@ Object AmericaVehicleHumveeDeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -94,7 +94,7 @@ Object AmericaVehicleHumveeDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -142,7 +142,7 @@ Object AmericaVehicleTomahawkHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -174,7 +174,7 @@ Object ChinaVehicleNukeCannonHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -213,7 +213,7 @@ Object AmericaJetRaptorHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -255,7 +255,7 @@ Object AmericaJetA10Hulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -293,7 +293,7 @@ Object SpectreHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -330,7 +330,7 @@ Object AmericaJetStealthHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -367,7 +367,7 @@ Object AmericaJetAuroraHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -407,7 +407,7 @@ Object ComancheRubbleHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 - SinkRate = 4 ; in dist/sec + SinkRate = 4.0 ; in dist/sec DestructionDelay = 10000 End @@ -449,7 +449,7 @@ Object ChinookRubbleHull End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 16000 End @@ -483,7 +483,7 @@ Object HelixRubbleHull End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 16000 End @@ -524,7 +524,7 @@ Object ChinaJetMIGHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -561,7 +561,7 @@ Object ChinaVehicleBattleMasterDeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -573,7 +573,7 @@ Object ChinaVehicleBattleMasterDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -620,7 +620,7 @@ Object ChinaTankOverlordDeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -632,7 +632,7 @@ Object ChinaTankOverlordDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -681,7 +681,7 @@ Object ChinaTankDragonDeadHull Behavior = PhysicsBehavior ModuleTag_03 - Mass = 50 + Mass = 50.0 AllowBouncing = YES End @@ -693,7 +693,7 @@ Object ChinaTankDragonDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 20000 End @@ -751,7 +751,7 @@ Object ChinaVehicleTroopCrawlerDeadHull Behavior = SlowDeathBehavior ModuleTag_Hulk05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -803,7 +803,7 @@ Object ChinaVehicleAssaultTroopCrawlerDeadHull Behavior = SlowDeathBehavior ModuleTag_Hulk05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -844,7 +844,7 @@ Object DeadTankHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -878,7 +878,7 @@ Object InfernoCannonHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -912,7 +912,7 @@ Object DeadChinaSupplyTruckHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -947,7 +947,7 @@ Object DeadChinaGattlingTankHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 SinkDelayVariance = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 DestructionDelayVariance = 4000 End @@ -983,7 +983,7 @@ Object DeadChinaECMTankHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 SinkDelayVariance = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 DestructionDelayVariance = 4000 End @@ -1019,7 +1019,7 @@ Object AmericaVehicleAmbulanceDeadHull Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 SinkDelayVariance = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 DestructionDelayVariance = 4000 End @@ -1069,7 +1069,7 @@ Object DeadSCUDLauncherHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -1103,7 +1103,7 @@ Object DeadToxinTractorHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1137,7 +1137,7 @@ Object DeadQuadCannonHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1171,7 +1171,7 @@ Object DeadBombTruckHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1205,7 +1205,7 @@ Object DeadTechnicalVanHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1239,7 +1239,7 @@ Object DeadTechnicalJeepHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1273,7 +1273,7 @@ Object DeadTechnicalTruckHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1307,7 +1307,7 @@ Object DeadRocketBuggyHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1341,7 +1341,7 @@ Object DeadCombatBikeHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1375,7 +1375,7 @@ Object DeadCrusaderHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1408,7 +1408,7 @@ Object DeadLaserTankHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1441,7 +1441,7 @@ Object DeadPaladinHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1474,7 +1474,7 @@ Object DeadAvengerHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1507,7 +1507,7 @@ Object DeadMarauderHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 End End @@ -1540,7 +1540,7 @@ Object DeadBattleBusHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 End End @@ -1573,7 +1573,7 @@ Object DeadScorpionHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 12000 End End @@ -1606,7 +1606,7 @@ Object DestroyedMilitiaTank Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 4000 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1639,7 +1639,7 @@ Object DeadRadarVanHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 16000 End @@ -1673,7 +1673,7 @@ Object ChinaDeadDozerHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -1707,7 +1707,7 @@ Object AmericaDeadDozerHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -1740,7 +1740,7 @@ Object AmericaScoutDroneHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1772,7 +1772,7 @@ Object AmericaBattleDroneHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1843,7 +1843,7 @@ Object AmericaVehicleSentryDroneHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End End @@ -1889,7 +1889,7 @@ Object ChinaVehicleListeningOutpostDeadHull Behavior = SlowDeathBehavior ModuleTag_Hulk05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End @@ -1938,7 +1938,7 @@ Object DeadGLAToxicSupplyTruckHulk Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec DestructionDelay = 8000 End diff --git a/GeneralsZH/Data/INI/Object/InfantryGeneral.ini b/GeneralsZH/Data/INI/Object/InfantryGeneral.ini index 4fad59b..b243712 100644 --- a/GeneralsZH/Data/INI/Object/InfantryGeneral.ini +++ b/GeneralsZH/Data/INI/Object/InfantryGeneral.ini @@ -107,7 +107,7 @@ Object Infa_ChinaJetMIG End BuildCost = 1200 - BuildTime = 10 + BuildTime = 10.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -169,7 +169,7 @@ Object Infa_ChinaJetMIG ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -204,7 +204,7 @@ Object Infa_ChinaJetMIG Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -332,10 +332,10 @@ Object Infa_ChinaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -344,7 +344,7 @@ Object Infa_ChinaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -393,7 +393,7 @@ Object Infa_ChinaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -416,7 +416,7 @@ Object Infa_ChinaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -537,7 +537,7 @@ Object Infa_ChinaInfantryBlackLotus ; idle DefaultConditionState Model = NIHERO_SKN - IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 + IdleAnimation = NIHERO_SKL.NIHERO_STA 0.0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE @@ -545,7 +545,7 @@ Object Infa_ChinaInfantryBlackLotus End ConditionState = REALLYDAMAGED - IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 + IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0.0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured @@ -723,8 +723,8 @@ Object Infa_ChinaInfantryBlackLotus Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 300 - ShroudClearingRange = 400 + VisionRange = 300.0 + ShroudClearingRange = 400.0 Prerequisites Object = Infa_ChinaBarracks Object = Infa_ChinaPropagandaCenter @@ -886,10 +886,10 @@ Object Infa_ChinaInfantryBlackLotus SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -933,8 +933,8 @@ Object Infa_ChinaInfantryBlackLotus GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -959,7 +959,7 @@ Object Infa_ChinaInfantryTankHunter DefaultConditionState Model = NIMSST_SKN - IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 + IdleAnimation = NIMSST_SKL.NIMSST_STA 0.0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE @@ -992,7 +992,7 @@ Object Infa_ChinaInfantryTankHunter AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING - Animation = NIMSST_SKL.NIMSST_RNA 20 + Animation = NIMSST_SKL.NIMSST_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1003,7 +1003,7 @@ Object Infa_ChinaInfantryTankHunter AliasConditionState = MOVING ATTACKING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NIMSST_SKL.NIMSST_ATA 10 + Animation = NIMSST_SKL.NIMSST_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -1082,8 +1082,8 @@ Object Infa_ChinaInfantryTankHunter Armor = InfGen_HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = Infa_ChinaBarracks End @@ -1126,8 +1126,8 @@ Object Infa_ChinaInfantryTankHunter Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -1183,10 +1183,10 @@ Object Infa_ChinaInfantryTankHunter SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1230,8 +1230,8 @@ Object Infa_ChinaInfantryTankHunter GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1258,7 +1258,7 @@ Object Infa_ChinaInfantryHacker ; NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN - IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 + IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0.0 25 ; Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB @@ -1269,7 +1269,7 @@ Object Infa_ChinaInfantryHacker AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = NIHCKR_SKL.NIHCKR_RNA 14 + Animation = NIHCKR_SKL.NIHCKR_RNA 14.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1386,8 +1386,8 @@ Object Infa_ChinaInfantryHacker Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Infa_ChinaBarracks Object = Infa_ChinaPropagandaCenter @@ -1504,10 +1504,10 @@ Object Infa_ChinaInfantryHacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1578,8 +1578,8 @@ Object Infa_ChinaInfantryHacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1714,8 +1714,8 @@ Object Infa_ChinaTankDragon End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Infa_ChinaWarFactory End @@ -1755,19 +1755,19 @@ Object Infa_ChinaTankDragon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 560 + SubdualDamageCap = 560.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 - TurretPitchRate = 120 + TurretTurnRate = 120.0 + TurretPitchRate = 120.0 AllowsPitch = YES - MinPhysicalPitch = -15 + MinPhysicalPitch = -15.0 - TurretFireAngleSweep = PRIMARY 10 - TurretFireAngleSweep = SECONDARY 60 + TurretFireAngleSweep = PRIMARY 10.0 + TurretFireAngleSweep = SECONDARY 60.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY @@ -1866,7 +1866,7 @@ Object Infa_ChinaTankDragon GeometryHeight = 11.0 ; Height set to allow clear clipping of the projectile stream GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1935,8 +1935,8 @@ Object Infa_ChinaVehicleInfernoCannon End BuildCost = 1100 BuildTime = 15.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Infa_ChinaWarFactory Object = Infa_ChinaPropagandaCenter @@ -1976,9 +1976,9 @@ Object Infa_ChinaVehicleInfernoCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 240 + SubdualDamageCap = 240.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_03 @@ -1988,10 +1988,10 @@ Object Infa_ChinaVehicleInfernoCannon Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 100 - TurretPitchRate = 100 + TurretTurnRate = 100.0 + TurretPitchRate = 100.0 AllowsPitch = YES - FirePitch = 45 + FirePitch = 45.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = NO NotWhileAttacking @@ -2051,7 +2051,7 @@ Object Infa_ChinaVehicleInfernoCannon GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2077,9 +2077,9 @@ Object Infa_ChinaVehicleNukeLauncher Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 OkToChangeModelColor = YES @@ -2215,8 +2215,8 @@ Object Infa_ChinaVehicleNukeLauncher End BuildCost = 1600 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 350 + VisionRange = 180.0 + ShroudClearingRange = 350.0 Prerequisites Object = Infa_ChinaWarFactory Object = Infa_ChinaPropagandaCenter @@ -2258,9 +2258,9 @@ Object Infa_ChinaVehicleNukeLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_03 @@ -2270,13 +2270,13 @@ Object Infa_ChinaVehicleNukeLauncher Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = YES End AutoAcquireEnemiesWhenIdle = NO @@ -2343,7 +2343,7 @@ Object Infa_ChinaVehicleNukeLauncher GeometryHeight = 17.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2472,8 +2472,8 @@ Object Infa_ChinaTankGattling End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = Infa_ChinaWarFactory End @@ -2514,19 +2514,19 @@ Object Infa_ChinaTankGattling ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger End AutoAcquireEnemiesWhenIdle = YES MoodAttackCheckRate = 250 @@ -2585,7 +2585,7 @@ Object Infa_ChinaTankGattling GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2659,8 +2659,8 @@ Object Infa_ChinaVehicleSupplyTruck TransportSlotCount = 2 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Infa_ChinaSupplyCenter End @@ -2700,15 +2700,15 @@ Object Infa_ChinaVehicleSupplyTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor @@ -2762,7 +2762,7 @@ Object Infa_ChinaVehicleSupplyTruck GeometryHeight = 14.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2829,8 +2829,8 @@ Object Infa_ChinaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE @@ -2880,14 +2880,14 @@ Object Infa_ChinaVehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -2946,7 +2946,7 @@ Object Infa_ChinaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2995,8 +2995,8 @@ Object Infa_ChinaTankECM End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = Infa_ChinaWarFactory Object = Infa_ChinaPropagandaCenter @@ -3036,20 +3036,20 @@ Object Infa_ChinaTankECM ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec FiresWhileTurning = NO MinIdleScanInterval = 0 ; in milliseconds MaxIdleScanInterval = 0 ; in milliseconds RecenterTime = 0 - MinIdleScanAngle = 180 ; in degrees off the natural turret angle - MaxIdleScanAngle = 180 ; in degrees off the natural turret angle + MinIdleScanAngle = 180.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 180.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES End @@ -3105,7 +3105,7 @@ Object Infa_ChinaTankECM GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3479,7 +3479,7 @@ Object Infa_ChinaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_03 @@ -4076,7 +4076,7 @@ Object Infa_ChinaCommandCenter ; End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -4087,7 +4087,7 @@ Object Infa_ChinaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = Infa_ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -4114,9 +4114,9 @@ Object Infa_ChinaCommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -4134,7 +4134,7 @@ Object Infa_ChinaCommandCenter NaturalRallyPoint = X:60.0 Y:40.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DestroyDie ModuleTag_11 @@ -4253,7 +4253,7 @@ Object Infa_ChinaCommandCenter Geometry = BOX - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 @@ -5233,7 +5233,7 @@ Object Infa_ChinaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -5247,7 +5247,7 @@ Object Infa_ChinaAirfield EnergyProduction = -1 CommandSet = Infa_ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -5273,17 +5273,17 @@ Object Infa_ChinaAirfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_10 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 ParkInHangars = YES End @@ -6693,7 +6693,7 @@ Object Infa_ChinaNuclearMissileLauncher End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearMissile @@ -6706,9 +6706,9 @@ Object Infa_ChinaNuclearMissileLauncher BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! CommandSet = Infa_ChinaNuclearMissileCommandSet ArmorSet Conditions = NONE @@ -6737,9 +6737,9 @@ Object Infa_ChinaNuclearMissileLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLSpecialPower ModuleTag_07 @@ -7354,7 +7354,7 @@ Object Infa_ChinaSpeakerTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SpeakerTower @@ -7364,7 +7364,7 @@ Object Infa_ChinaSpeakerTower BuildTime = 10.0 ; in seconds EnergyProduction = -1 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -7395,9 +7395,9 @@ Object Infa_ChinaSpeakerTower ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 @@ -8287,7 +8287,7 @@ Object Infa_ChinaPowerPlant End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearReactor @@ -8299,7 +8299,7 @@ Object Infa_ChinaPowerPlant EnergyProduction = 10 EnergyBonus = 5 ; for the overcharge bonus VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -8327,9 +8327,9 @@ Object Infa_ChinaPowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OverchargeBehavior ModuleTag_06 @@ -8943,7 +8943,7 @@ Object Infa_ChinaSupplyCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -8958,7 +8958,7 @@ Object Infa_ChinaSupplyCenter EnergyProduction = -1 CommandSet = Infa_ChinaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -8984,9 +8984,9 @@ Object Infa_ChinaSupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -9620,7 +9620,7 @@ Object Infa_ChinaBarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -9631,7 +9631,7 @@ Object Infa_ChinaBarracks EnergyProduction = 0 CommandSet = Infa_ChinaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9657,9 +9657,9 @@ Object Infa_ChinaBarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1400 + SubdualDamageCap = 1400.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 @@ -9734,7 +9734,7 @@ Object Infa_ChinaBarracks GeometryMinorRadius = 44.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -10674,7 +10674,7 @@ Object Infa_ChinaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -10688,7 +10688,7 @@ Object Infa_ChinaWarFactory EnergyProduction = -1 CommandSet = Infa_ChinaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -10714,9 +10714,9 @@ Object Infa_ChinaWarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = DestroyDie ModuleTag_09 @@ -10741,7 +10741,7 @@ Object Infa_ChinaWarFactory NaturalRallyPoint = X:57.0 Y:-27.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_14 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -10789,7 +10789,7 @@ Object Infa_ChinaWarFactory GeometryMinorRadius = 61.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -11574,7 +11574,7 @@ Object Infa_ChinaPropagandaCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PropagandaCenter @@ -11587,7 +11587,7 @@ Object Infa_ChinaPropagandaCenter BuildTime = 45.0 ; in seconds EnergyProduction = -2 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -11614,9 +11614,9 @@ Object Infa_ChinaPropagandaCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_10 ; @@ -12594,7 +12594,7 @@ Object Infa_ChinaGattlingCannon End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GattlingCannon @@ -12619,7 +12619,7 @@ Object Infa_ChinaGattlingCannon End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE @@ -12657,14 +12657,14 @@ Object Infa_ChinaGattlingCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -12683,15 +12683,15 @@ Object Infa_ChinaGattlingCannon Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon MoodAttackCheckRate = 250 @@ -13657,7 +13657,7 @@ Object Infa_ChinaInternetCenter Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:InternetCenter @@ -13668,7 +13668,7 @@ Object Infa_ChinaInternetCenter EnergyProduction = 0 CommandSet = Infa_ChinaInternetCenterCommandSetOne VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorInternetCenter @@ -13704,16 +13704,16 @@ Object Infa_ChinaInternetCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2700 + SubdualDamageCap = 2700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives an aiHackInternet command to passengers PassengersAllowedToFire = NO Slots = 8 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 50% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 @@ -14546,7 +14546,7 @@ Object Infa_ChinaBunker End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Infa_Bunker @@ -14559,7 +14559,7 @@ Object Infa_ChinaBunker BuildTime = 8.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -14584,9 +14584,9 @@ Object Infa_ChinaBunker ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End ; Behavior = FXListDie ModuleTag_07 ; DeathFX = FX_SmallStructureDeath @@ -14744,7 +14744,7 @@ Object Infa_ChinaInfantryMiniGunner DefaultConditionState Model = NICNSCI_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -14817,18 +14817,18 @@ Object Infa_ChinaInfantryMiniGunner TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -14893,7 +14893,7 @@ Object Infa_ChinaInfantryMiniGunner ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_RNA 26 + Animation = NICNSC_SKL.NICNSC_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -14902,7 +14902,7 @@ Object Infa_ChinaInfantryMiniGunner AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = NICNSC_SKL.NICNSC_RNB 28 + Animation = NICNSC_SKL.NICNSC_RNB 28.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged @@ -14999,8 +14999,8 @@ Object Infa_ChinaInfantryMiniGunner Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Infa_ChinaBarracks End @@ -15059,9 +15059,9 @@ Object Infa_ChinaInfantryMiniGunner Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 - RubOffRadius = 100 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 100.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -15093,10 +15093,10 @@ Object Infa_ChinaInfantryMiniGunner SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -15159,8 +15159,8 @@ Object Infa_ChinaInfantryMiniGunner GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -15212,7 +15212,7 @@ Object Infa_ChinaVehicleTroopCrawler MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End @@ -15237,8 +15237,8 @@ Object Infa_ChinaVehicleTroopCrawler End BuildCost = 2400 BuildTime = 25.0 ; in seconds - VisionRange = 175 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! - ShroudClearingRange = 400 + VisionRange = 175.0 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! + ShroudClearingRange = 400.0 Prerequisites Object = Infa_ChinaWarFactory End @@ -15278,9 +15278,9 @@ Object Infa_ChinaVehicleTroopCrawler ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) @@ -15318,7 +15318,7 @@ Object Infa_ChinaVehicleTroopCrawler Slots = 8 InitialPayload = Infa_ChinaInfantryMiniGunner 8 ScatterNearbyOnExit = YES - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 50% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -15366,7 +15366,7 @@ Object Infa_ChinaVehicleTroopCrawler AflameDamageDelay = 500 ; this often. End Behavior = PropagandaTowerBehavior ModuleTag_22 - Radius = 100 + Radius = 100.0 DelayBetweenUpdates = 4000 ; in milliseconds HealPercentEachSecond = 2% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates @@ -15381,7 +15381,7 @@ Object Infa_ChinaVehicleTroopCrawler GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15448,7 +15448,7 @@ Object Infa_ChinaVehicleListeningOutpost LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End Draw = W3DModelDraw ModuleTag_33 @@ -15530,8 +15530,8 @@ Object Infa_ChinaVehicleListeningOutpost End BuildCost = 1000 BuildTime = 15.0 ; in seconds - VisionRange = 250 - ShroudClearingRange = 500 + VisionRange = 250.0 + ShroudClearingRange = 500.0 Prerequisites Object = Infa_ChinaWarFactory End @@ -15571,13 +15571,13 @@ Object Infa_ChinaVehicleListeningOutpost ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 590 + SubdualDamageCap = 590.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 300 ; Dustin, enable this for independent balancing! + DetectionRange = 300.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. ; PingSound = IRPing @@ -15610,7 +15610,7 @@ Object Infa_ChinaVehicleListeningOutpost Slots = 8 InitialPayload = Infa_ChinaInfantryTankHunter 3 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -15655,7 +15655,7 @@ Object Infa_ChinaVehicleListeningOutpost End Behavior = PropagandaTowerBehavior ModuleTag_13 - Radius = 75 + Radius = 75.0 DelayBetweenUpdates = 4000 ; in milliseconds HealPercentEachSecond = 1% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates @@ -15676,7 +15676,7 @@ Object Infa_ChinaVehicleListeningOutpost GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -15755,7 +15755,7 @@ Object Infa_ChinaVehicleHelix Side = ChinaInfantryGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1500 BuildTime = 20.0 ; in seconds Prerequisites @@ -15844,15 +15844,15 @@ Object Infa_ChinaVehicleHelix SpiralOrbitTurnRate = 80.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 210.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = HelixDamagedLoop - MinSelfSpin = 40 ; in degrees/sec - MaxSelfSpin = 120 ; in degrees/sec - SelfSpinUpdateDelay = 300 ; in milliseconds - SelfSpinUpdateAmount = 5 ; in degrees + MinSelfSpin = 40.0 ; in degrees/sec + MaxSelfSpin = 120.0 ; in degrees/sec + SelfSpinUpdateDelay = 300.0 ; in milliseconds + SelfSpinUpdateAmount = 5.0 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1000 ; in milliseconds - MaxBladeFlyOffDelay = 1000 ; in milliseconds + MinBladeFlyOffDelay = 1000.0 ; in milliseconds + MaxBladeFlyOffDelay = 1000.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades @@ -15863,7 +15863,7 @@ Object Infa_ChinaVehicleHelix OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = HelixRubbleHull End @@ -15958,7 +15958,7 @@ Object Infa_ChinaVehicleHelix GeometryHeight = 30.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16000,7 +16000,7 @@ Object Infa_ChinaHelixBattleBunker End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaInfantryGeneral @@ -16011,7 +16011,7 @@ Object Infa_ChinaHelixBattleBunker Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -16047,7 +16047,7 @@ Object Infa_ChinaHelixBattleBunker GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/LaserGeneral.ini b/GeneralsZH/Data/INI/Object/LaserGeneral.ini index 23af559..7674a49 100644 --- a/GeneralsZH/Data/INI/Object/LaserGeneral.ini +++ b/GeneralsZH/Data/INI/Object/LaserGeneral.ini @@ -145,7 +145,7 @@ Object Lazr_AmericaJetSpectreGunship Side = AmericaLaserGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = Lazr_AmericaAirfield End @@ -238,14 +238,14 @@ Object Lazr_AmericaJetSpectreGunship SpecialPowerTemplate = SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon - RandomOffsetForHowitzer = 20 - TargetingReticleRadius = 25 + RandomOffsetForHowitzer = 20.0 + TargetingReticleRadius = 25.0 OrbitInsertionSlope = 0.7 ; steepness of orbit entry - GunshipOrbitRadius = 250 + GunshipOrbitRadius = 250.0 HowitzerFiringRate = 300 ; how long between each attempted shot of the howitzer HowitzerFollowLag = 400 ; 600 ; how long after the gattling gun acquires the target can the howitzer shoot the same target - StrafingIncrement = 20 ; how far apart is each shot of the gattling gun as it strafes - AttackAreaRadius = 200 + StrafingIncrement = 20.0 ; how far apart is each shot of the gattling gun as it strafes + AttackAreaRadius = 200.0 OrbitTime = 15000 ; 20000 ; 32000 ; thirty-two seconds AttackAreaDecal @@ -316,7 +316,7 @@ Object Lazr_AmericaJetSpectreGunship GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -352,7 +352,7 @@ Object Lazr_SpectreGunshipGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -371,8 +371,8 @@ Object Lazr_SpectreGunshipGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 160 ; turn rate, in degrees/sec - TurretPitchRate = 160 + TurretTurnRate = 160.0 ; turn rate, in degrees/sec + TurretPitchRate = 160.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = NO @@ -422,7 +422,7 @@ Object Lazr_SpectreGunshipHowitzer Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -441,8 +441,8 @@ Object Lazr_SpectreGunshipHowitzer Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = NO @@ -571,7 +571,7 @@ Object Lazr_AmericaJetRaptor Side = AmericaLaserGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = Lazr_AmericaAirfield End @@ -593,7 +593,7 @@ Object Lazr_AmericaJetRaptor BuildCost = 1400 - BuildTime = 20 + BuildTime = 20.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -693,8 +693,8 @@ Object Lazr_AmericaJetRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -713,7 +713,7 @@ Object Lazr_AmericaJetRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -868,10 +868,10 @@ Object Lazr_AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -880,7 +880,7 @@ Object Lazr_AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -892,7 +892,7 @@ Object Lazr_AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -934,7 +934,7 @@ Object Lazr_AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1039,7 +1039,7 @@ Object Lazr_AmericaJetAurora Side = AmericaLaserGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = Lazr_AmericaAirfield Object = Lazr_AmericaStrategyCenter @@ -1133,7 +1133,7 @@ Object Lazr_AmericaJetAurora ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode AttackLocomotorType = SET_SUPERSONIC AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately @@ -1183,7 +1183,7 @@ Object Lazr_AmericaJetAurora GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1373,7 +1373,7 @@ Object Lazr_AmericaJetStealthFighter ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -1433,7 +1433,7 @@ Object Lazr_AmericaJetStealthFighter GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1506,7 +1506,7 @@ Object Lazr_AmericaVehicleComanche Side = AmericaLaserGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = Lazr_AmericaAirfield End @@ -1549,7 +1549,7 @@ Object Lazr_AmericaVehicleComanche DamageFX = NONE End BuildCost = 1500 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -1597,7 +1597,7 @@ Object Lazr_AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -1608,8 +1608,8 @@ Object Lazr_AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -1625,15 +1625,15 @@ Object Lazr_AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -1648,7 +1648,7 @@ Object Lazr_AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -1688,7 +1688,7 @@ Object Lazr_AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1741,7 +1741,7 @@ Object Lazr_AmericaJetA10Thunderbolt Side = AmericaLaserGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = Lazr_AmericaAirfield End @@ -1856,7 +1856,7 @@ Object Lazr_AmericaJetA10Thunderbolt GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1956,7 +1956,7 @@ Object Lazr_AmericaVehicleChinook Side = AmericaLaserGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1200 BuildTime = 10.0 ; in seconds Prerequisites @@ -2013,7 +2013,7 @@ Object Lazr_AmericaVehicleChinook MaxBoxes = 8 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another @@ -2023,12 +2023,12 @@ Object Lazr_AmericaVehicleChinook PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 - RopeWobbleLen = 10 + RopeWobbleLen = 10.0 RopeWobbleAmplitude = 0.25 - RopeWobbleRate = 180 - RopeFinalHeight = 10 ; stop this far above ground - RappelSpeed = 30 - MinDropHeight = 40 ; if dropping into a tall building, go at least this far above it + RopeWobbleRate = 180.0 + RopeFinalHeight = 10.0 ; stop this far above ground + RappelSpeed = 30.0 + MinDropHeight = 40.0 ; if dropping into a tall building, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when Supply Lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor @@ -2050,15 +2050,15 @@ Object Lazr_AmericaVehicleChinook SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -2069,7 +2069,7 @@ Object Lazr_AmericaVehicleChinook OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = ChinookRubbleHull End @@ -2085,7 +2085,7 @@ Object Lazr_AmericaVehicleChinook GeometryHeight = 12.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2250,10 +2250,10 @@ Object Lazr_AmericaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 1000 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -2262,7 +2262,7 @@ Object Lazr_AmericaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ; gs I added PARACHUTABLE as a catch-all to prevent making new KindOfs (like CRATE) @@ -2275,7 +2275,7 @@ Object Lazr_AmericaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -2321,7 +2321,7 @@ Object Lazr_AmericaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2371,7 +2371,7 @@ Object Lazr_AmericaInfantryColonelBurton ; idle DefaultConditionState Model = AIHERO_SKN - IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 + IdleAnimation = AIHERO_SKL.AIHERO_STA 0.0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE @@ -2385,7 +2385,7 @@ Object Lazr_AmericaInfantryColonelBurton ; injured idle ConditionState = REALLYDAMAGED - IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 + IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0.0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE @@ -2400,7 +2400,7 @@ Object Lazr_AmericaInfantryColonelBurton ; moving ConditionState = MOVING - Animation = AIHERO_SKL.AIHERO_RNA 26 + Animation = AIHERO_SKL.AIHERO_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking @@ -2416,7 +2416,7 @@ Object Lazr_AmericaInfantryColonelBurton ; injured moving ConditionState = MOVING REALLYDAMAGED - Animation = AIHERO_SKL.AIHERO_IRNA 26 + Animation = AIHERO_SKL.AIHERO_IRNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured @@ -2666,8 +2666,8 @@ Object Lazr_AmericaInfantryColonelBurton Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 Prerequisites Object = Lazr_AmericaBarracks Object = Lazr_AmericaStrategyCenter @@ -2723,7 +2723,7 @@ Object Lazr_AmericaInfantryColonelBurton Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -2826,10 +2826,10 @@ Object Lazr_AmericaInfantryColonelBurton SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2868,8 +2868,8 @@ Object Lazr_AmericaInfantryColonelBurton GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2905,7 +2905,7 @@ Object Lazr_AmericaInfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -2918,7 +2918,7 @@ Object Lazr_AmericaInfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -2951,25 +2951,25 @@ Object Lazr_AmericaInfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_Move @@ -3051,19 +3051,19 @@ Object Lazr_AmericaInfantryRanger TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 30 + Animation = AIRngr_SKL.AIRngr_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -3072,7 +3072,7 @@ Object Lazr_AmericaInfantryRanger AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -3229,8 +3229,8 @@ Object Lazr_AmericaInfantryRanger Armor = ChemSuitHumanArmor DamageFX = NONE End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = Lazr_AmericaBarracks End @@ -3287,7 +3287,7 @@ Object Lazr_AmericaInfantryRanger Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -3334,10 +3334,10 @@ Object Lazr_AmericaInfantryRanger SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3411,8 +3411,8 @@ Object Lazr_AmericaInfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3442,7 +3442,7 @@ Object Lazr_AmericaInfantryMissileDefender DefaultConditionState Model = NITHNT_SKN - IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 + IdleAnimation = NITHNT_SKL.NITHNT_STA 0.0 30 IdleAnimation = NITHNT_SKL.NITHNT_IDA IdleAnimation = NITHNT_SKL.NITHNT_IDB AnimationMode = ONCE @@ -3476,7 +3476,7 @@ Object Lazr_AmericaInfantryMissileDefender AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = MOVING - Animation = NITHNT_SKL.NITHNT_RNA 20 + Animation = NITHNT_SKL.NITHNT_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -3485,7 +3485,7 @@ Object Lazr_AmericaInfantryMissileDefender AliasConditionState = MOVING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NITHNT_SKL.NITHNT_ATA 10 + Animation = NITHNT_SKL.NITHNT_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -3572,8 +3572,8 @@ Object Lazr_AmericaInfantryMissileDefender DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = Lazr_AmericaBarracks @@ -3626,7 +3626,7 @@ Object Lazr_AmericaInfantryMissileDefender Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -3684,10 +3684,10 @@ Object Lazr_AmericaInfantryMissileDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3726,8 +3726,8 @@ Object Lazr_AmericaInfantryMissileDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3752,7 +3752,7 @@ Object Lazr_AmericaInfantryPilot DefaultConditionState Model = AIRPlt_SKN - IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 + IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0.0 20 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA IdleAnimation = AIRPlt_SKL.AIRPlt_IDB AnimationMode = ONCE @@ -3841,8 +3841,8 @@ Object Lazr_AmericaInfantryPilot DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -3886,14 +3886,14 @@ Object Lazr_AmericaInfantryPilot Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End @@ -3934,10 +3934,10 @@ Object Lazr_AmericaInfantryPilot SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3976,8 +3976,8 @@ Object Lazr_AmericaInfantryPilot GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4012,7 +4012,7 @@ Object Lazr_AmericaInfantryPathfinder AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 25 + Animation = AIPFDR_SKL.AIPFDR_RNA 25.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -4112,8 +4112,8 @@ Object Lazr_AmericaInfantryPathfinder Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = Lazr_AmericaBarracks Science = SCIENCE_Pathfinder @@ -4165,7 +4165,7 @@ Object Lazr_AmericaInfantryPathfinder Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -4192,7 +4192,7 @@ Object Lazr_AmericaInfantryPathfinder FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -4223,10 +4223,10 @@ Object Lazr_AmericaInfantryPathfinder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -4265,8 +4265,8 @@ Object Lazr_AmericaInfantryPathfinder GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4446,8 +4446,8 @@ Object Lazr_AmericaVehicleHumvee End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = Lazr_AmericaWarFactory End @@ -4495,13 +4495,13 @@ Object Lazr_AmericaVehicleHumvee ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -4611,7 +4611,7 @@ Object Lazr_AmericaVehicleHumvee GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4669,8 +4669,8 @@ Object Lazr_AmericaVehicleTomahawk TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1200 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 200 + VisionRange = 180.0 + ShroudClearingRange = 200.0 Prerequisites Object = Lazr_AmericaWarFactory Object = Lazr_AmericaStrategyCenter @@ -4721,16 +4721,16 @@ Object Lazr_AmericaVehicleTomahawk ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 70 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 70.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -4826,7 +4826,7 @@ Object Lazr_AmericaVehicleTomahawk GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4915,8 +4915,8 @@ Object Lazr_AmericaVehicleMedic End BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = Lazr_AmericaWarFactory End @@ -4959,9 +4959,9 @@ Object Lazr_AmericaVehicleMedic ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = CleanupHazardUpdate ModuleTag_03 @@ -4980,11 +4980,11 @@ Object Lazr_AmericaVehicleMedic Behavior = TransportAIUpdate ModuleTag_05 AutoAcquireEnemiesWhenIdle = NO ; CleanupHazardUpdate handles this... Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 25 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 25.0 ControlledWeaponSlots = PRIMARY End End @@ -4992,7 +4992,7 @@ Object Lazr_AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 - HealthRegen%PerSec = 25 + HealthRegen%PerSec = 25.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES @@ -5189,8 +5189,8 @@ Object Lazr_AmericaVehicleBattleDrone BuildCost = 200 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Lazr_AmericaWarFactory End @@ -5218,9 +5218,9 @@ Object Lazr_AmericaVehicleBattleDrone Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 - MinPhysicalPitch = -75 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 + MinPhysicalPitch = -75.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -5292,12 +5292,12 @@ Object Lazr_AmericaVehicleBattleDrone End Geometry = CYLINDER - GeometryMajorRadius = 5 - GeometryMinorRadius = 5 + GeometryMajorRadius = 5.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5343,8 +5343,8 @@ Object Lazr_AmericaVehicleScoutDrone End BuildCost = 100 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -5371,7 +5371,7 @@ Object Lazr_AmericaVehicleScoutDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -5442,7 +5442,7 @@ Object Lazr_AmericaVehicleScoutDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5484,8 +5484,8 @@ Object Lazr_AmericaVehicleHellfireDrone End BuildCost = 600 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 500 + VisionRange = 100.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -5511,8 +5511,8 @@ Object Lazr_AmericaVehicleHellfireDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 ; turn rate, in degrees/sec + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -5575,7 +5575,7 @@ Object Lazr_AmericaVehicleHellfireDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5616,8 +5616,8 @@ Object Lazr_AmericaVehicleSpyDrone Armor = AirplaneArmor DamageFX = SmallTankDamageFX End - VisionRange = 250 - ShroudClearingRange = 0 ; Dynamic range below + VisionRange = 250.0 + ShroudClearingRange = 0.0 ; Dynamic range below IsTrainable = NO ; *** AUDIO Parameters *** @@ -5709,7 +5709,7 @@ Object Lazr_AmericaVehicleSpyDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5767,8 +5767,8 @@ Object Lazr_AmericaTankCrusader BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 EnergyProduction = -1 Prerequisites Object = Lazr_AmericaWarFactory @@ -5803,19 +5803,19 @@ Object Lazr_AmericaTankCrusader KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE POWERED Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 960 + SubdualDamageCap = 960.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -5927,7 +5927,7 @@ Object Lazr_AmericaTankCrusader GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6006,7 +6006,7 @@ Object Lazr_AmericaVehicleDozer RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. ParticlesAttachedToAnimatedBones = YES @@ -6022,8 +6022,8 @@ Object Lazr_AmericaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -6072,14 +6072,14 @@ Object Lazr_AmericaVehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -6142,7 +6142,7 @@ Object Lazr_AmericaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6225,8 +6225,8 @@ Object Lazr_AmericaTankPaladin ; End BuildCost = 1100 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Lazr_AmericaWarFactory Science = SCIENCE_PaladinTank @@ -6268,18 +6268,18 @@ Object Lazr_AmericaTankPaladin ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End ; AltTurret - ; TurretTurnRate = 9000 + ; TurretTurnRate = 9000.0 ; ControlledWeaponSlots = SECONDARY ; End AutoAcquireEnemiesWhenIdle = YES @@ -6393,7 +6393,7 @@ Object Lazr_AmericaTankPaladin GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6413,9 +6413,9 @@ Object Lazr_AmericaVehicleSentryDrone Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 10 + InitialRecoilSpeed = 10.0 MaxRecoilDistance = 1.5 - RecoilSettleSpeed = 3 + RecoilSettleSpeed = 3.0 OkToChangeModelColor = YES @@ -6482,8 +6482,8 @@ Object Lazr_AmericaVehicleSentryDrone End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 350 + VisionRange = 200.0 + ShroudClearingRange = 350.0 Prerequisites Object = Lazr_AmericaWarFactory End @@ -6526,9 +6526,9 @@ Object Lazr_AmericaVehicleSentryDrone ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = MaxHealthUpgrade ModuleTag_99 @@ -6539,18 +6539,18 @@ Object Lazr_AmericaVehicleSentryDrone Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 180 - TurretPitchRate = 180 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = NO RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = NO MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; STEALTHED ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 @@ -6609,7 +6609,7 @@ Object Lazr_AmericaVehicleSentryDrone End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 225 ; Dustin, enable this for independent balancing! + DetectionRange = 225.0 ; Dustin, enable this for independent balancing! End Geometry = BOX GeometryMajorRadius = 9.0 @@ -6617,7 +6617,7 @@ Object Lazr_AmericaVehicleSentryDrone GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6658,7 +6658,7 @@ Object Lazr_AmericaTankAvengerLaserTurret ; Separate turret object so it can att End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = AmericaLaserGeneral @@ -6675,7 +6675,7 @@ Object Lazr_AmericaTankAvengerLaserTurret ; Separate turret object so it can att Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End - VisionRange = 0 + VisionRange = 0.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -6693,10 +6693,10 @@ Object Lazr_AmericaTankAvengerLaserTurret ; Separate turret object so it can att Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 + NaturalTurretPitch = 45.0 End AutoAcquireEnemiesWhenIdle = YES MoodAttackCheckRate = 500 ; default is 2000 @@ -6712,7 +6712,7 @@ Object Lazr_AmericaTankAvengerLaserTurret ; Separate turret object so it can att GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6789,8 +6789,8 @@ Object Lazr_AmericaTankAvenger End BuildCost = 1500 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Lazr_AmericaWarFactory ; Object = Lazr_AmericaStrategyCenter @@ -6832,9 +6832,9 @@ Object Lazr_AmericaTankAvenger ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -6965,7 +6965,7 @@ Object Lazr_AmericaTankAvenger GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -7041,8 +7041,8 @@ Object Lazr_AmericaTankMicrowave BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = Lazr_AmericaWarFactory Object = Lazr_AmericaStrategyCenter @@ -7074,14 +7074,14 @@ Object Lazr_AmericaTankMicrowave KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 960 + SubdualDamageCap = 960.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -7184,7 +7184,7 @@ Object Lazr_AmericaTankMicrowave GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -7566,7 +7566,7 @@ Object Lazr_AmericaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; Radar Extending Draw = W3DModelDraw ModuleTag_03 @@ -8211,7 +8211,7 @@ Object Lazr_AmericaCommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -8222,7 +8222,7 @@ Object Lazr_AmericaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = Lazr_AmericaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -8248,9 +8248,9 @@ Object Lazr_AmericaCommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -8268,7 +8268,7 @@ Object Lazr_AmericaCommandCenter ConstructionCompleteDuration = 1500 ; in milliseconds End Behavior = RadarUpdate ModuleTag_12 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X:-18.0 Y:35.0 Z:0.0 @@ -8379,7 +8379,7 @@ Object Lazr_AmericaCommandCenter Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33 SpecialPowerTemplate = SuperweaponSpectreGunship GunshipTemplateName = AmericaJetSpectreGunship - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -8403,7 +8403,7 @@ Object Lazr_AmericaCommandCenter GeometryMinorRadius = 70.0 GeometryHeight = 49.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -9362,7 +9362,7 @@ Object Lazr_AmericaPowerPlant - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ColdFusionReactor @@ -9376,7 +9376,7 @@ Object Lazr_AmericaPowerPlant EnergyProduction = 8 EnergyBonus = 8 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9403,9 +9403,9 @@ Object Lazr_AmericaPowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PowerPlantUpgrade ModuleTag_07 @@ -10195,7 +10195,7 @@ Object Lazr_AmericaParticleCannonUplink End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ParticleCannon @@ -10208,9 +10208,9 @@ Object Lazr_AmericaParticleCannonUplink BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! ArmorSet Conditions = NONE @@ -10241,9 +10241,9 @@ Object Lazr_AmericaParticleCannonUplink ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = BaseRegenerateUpdate ModuleTag_07 ; @@ -10269,7 +10269,7 @@ Object Lazr_AmericaParticleCannonUplink ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 10000 ; The total ground contact time of the beam - DamagePerSecond = 400 ; The amount of damage inflicted per second + DamagePerSecond = 400.0 ; The amount of damage inflicted per second TotalDamagePulses = 40 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -10323,8 +10323,8 @@ Object Lazr_AmericaParticleCannonUplink SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 40.0 DoubleClickToFastDriveDelay = 500 ; ***SOUNDS!**** @@ -11492,7 +11492,7 @@ Object Lazr_AmericaStrategyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StrategyCenter @@ -11509,7 +11509,7 @@ Object Lazr_AmericaStrategyCenter MaxSimultaneousOfType = 1 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 WeaponSet Conditions = NONE Weapon = PRIMARY StrategyCenterGun @@ -11546,9 +11546,9 @@ Object Lazr_AmericaStrategyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_11 ; @@ -11609,19 +11609,19 @@ Object Lazr_AmericaStrategyCenter Behavior = AIUpdateInterface ModuleTag_15 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger - NaturalTurretAngle = -90 ; this turret points backwards normally + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger + NaturalTurretAngle = -90.0 ; this turret points backwards normally - FirePitch = 45 ; Instead of aiming pitch-wise at the target, it will aim here + FirePitch = 45.0 ; Instead of aiming pitch-wise at the target, it will aim here MinIdleScanInterval = 500 ; in milliseconds MaxIdleScanInterval = 1000 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS End @@ -11629,7 +11629,7 @@ Object Lazr_AmericaStrategyCenter Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) InitiallyDisabled = YES ; will only be active when the Search & Destroy plan is active. - DetectionRange = 500 ; Dustin, enable this for independent balancing! + DetectionRange = 500.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -12778,7 +12778,7 @@ Object Lazr_AmericaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -12792,7 +12792,7 @@ Object Lazr_AmericaAirfield EnergyProduction = -1 CommandSet = Lazr_AmericaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -12818,17 +12818,17 @@ Object Lazr_AmericaAirfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_11 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 End Behavior = ProductionUpdate ModuleTag_12 @@ -12876,7 +12876,7 @@ Object Lazr_AmericaAirfield GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -13595,7 +13595,7 @@ Object Lazr_AmericaSupplyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -13612,7 +13612,7 @@ Object Lazr_AmericaSupplyCenter EnergyProduction = -1 CommandSet = Lazr_AmericaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13638,9 +13638,9 @@ Object Lazr_AmericaSupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -14148,7 +14148,7 @@ Object Lazr_AmericaSupplyDropZone Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:AmericaSupplyDropZone @@ -14160,7 +14160,7 @@ Object Lazr_AmericaSupplyDropZone Object = Lazr_AmericaStrategyCenter End EnergyProduction = -4 - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -14189,9 +14189,9 @@ Object Lazr_AmericaSupplyDropZone ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet @@ -14254,7 +14254,7 @@ Object Lazr_AmericaBarracks ; *** ART Parameters *** SelectPortrait = SABarracks_L ButtonImage = SABarracks - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; Main Barracks model Draw = W3DModelDraw ModuleTag_01 @@ -14805,7 +14805,7 @@ Object Lazr_AmericaBarracks EnergyProduction = 0 CommandSet = Lazr_AmericaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -14835,9 +14835,9 @@ Object Lazr_AmericaBarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 ContainMax = 10 ; way bigger than the # of objects we can have @@ -14891,7 +14891,7 @@ Object Lazr_AmericaBarracks GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -15773,7 +15773,7 @@ Object Lazr_AmericaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -15788,7 +15788,7 @@ Object Lazr_AmericaWarFactory EnergyProduction = -1 CommandSet = Lazr_AmericaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -15814,9 +15814,9 @@ Object Lazr_AmericaWarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_10 NumDoorAnimations = 1 @@ -15830,7 +15830,7 @@ Object Lazr_AmericaWarFactory NaturalRallyPoint = X:53.0 Y:-30.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End Behavior = BaseRegenerateUpdate ModuleTag_13 @@ -15881,7 +15881,7 @@ Object Lazr_AmericaWarFactory GeometryMinorRadius = 60.0 GeometryHeight = 40.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -16218,7 +16218,7 @@ Object Lazr_AmericaFireBase Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 @@ -16237,7 +16237,7 @@ Object Lazr_AmericaFireBase Weapon = PRIMARY FireBaseHowitzerGun End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = FireBaseArmor @@ -16272,9 +16272,9 @@ Object Lazr_AmericaFireBase ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 ; **Be careful with these damage types -- because area damage types will already ; **damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ; +SMALL_ARMS +POISON +RADIATION +SURRENDER @@ -16287,17 +16287,17 @@ Object Lazr_AmericaFireBase End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES - NaturalTurretPitch = 1 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 1.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -16401,13 +16401,13 @@ Object Lazr_CrusaderLaserBeam NumBeams = 5 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ; The total width of the beam InnerColor = R:100 G:0 B:0 A:100 ; The inside color of the laser (hot) - OuterBeamWidth = 15 ; The total width of the beam + OuterBeamWidth = 15.0 ; The total width of the beam OuterColor = R:100 G:0 B:0 A:0 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = -2500 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -2500.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 0 ; This value overlaps(+) or separates(-) the segments by ratio - TilingScalar = -3 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) + SegmentOverlapRatio = 0.0 ; This value overlaps(+) or separates(-) the segments by ratio + TilingScalar = -3.0 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. ; FadeLifetime = 0 ; Laser will fade and delete. @@ -16443,13 +16443,13 @@ Object Lazr_PaladinLaserBeam NumBeams = 5 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ; The total width of the beam InnerColor = R:100 G:0 B:0 A:100 ; The inside color of the laser (hot) - OuterBeamWidth = 15 ; The total width of the beam + OuterBeamWidth = 15.0 ; The total width of the beam OuterColor = R:100 G:0 B:0 A:0 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = -2500 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -2500.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 0 ; This value overlaps(+) or separates(-) the segments by ratio - TilingScalar = -3 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) + SegmentOverlapRatio = 0.0 ; This value overlaps(+) or separates(-) the segments by ratio + TilingScalar = -3.0 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. ; FadeLifetime = 0 ; Laser will fade and delete. @@ -16867,7 +16867,7 @@ Object Lazr_AmericaPatriotBattery End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Lazr_PatriotBattery @@ -16893,7 +16893,7 @@ Object Lazr_AmericaPatriotBattery ShareWeaponReloadTime = YES End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = BaseDefenseArmor @@ -16931,14 +16931,14 @@ Object Lazr_AmericaPatriotBattery ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -16948,17 +16948,17 @@ Object Lazr_AmericaPatriotBattery End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 - GroundUnitPitch = 0 - MinPhysicalPitch = -20 + NaturalTurretPitch = 45.0 + GroundUnitPitch = 0.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -17785,7 +17785,7 @@ Object Lazr_AmericaLaserCannonUplink End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ParticleCannon @@ -17799,7 +17799,7 @@ Object Lazr_AmericaLaserCannonUplink BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -17829,9 +17829,9 @@ Object Lazr_AmericaLaserCannonUplink ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = BaseRegenerateUpdate ModuleTag_07 ; @@ -17857,7 +17857,7 @@ Object Lazr_AmericaLaserCannonUplink ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 10000 ; The total ground contact time of the beam - DamagePerSecond = 400 ; The amount of damage inflicted per second + DamagePerSecond = 400.0 ; The amount of damage inflicted per second TotalDamagePulses = 40 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -17911,8 +17911,8 @@ Object Lazr_AmericaLaserCannonUplink SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 40.0 DoubleClickToFastDriveDelay = 500 ; ***SOUNDS!**** @@ -18738,7 +18738,7 @@ Object Lazr_AmericaLaserCannon End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:LaserCannon @@ -18751,7 +18751,7 @@ Object Lazr_AmericaLaserCannon BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -18780,9 +18780,9 @@ Object Lazr_AmericaLaserCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = BaseRegenerateUpdate ModuleTag_07 ; @@ -18809,7 +18809,7 @@ Object Lazr_AmericaLaserCannon ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 15000 ; The total ground contact time of the beam - DamagePerSecond = 200 ; The amount of damage inflicted per second + DamagePerSecond = 200.0 ; The amount of damage inflicted per second TotalDamagePulses = 60 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2000 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -18863,8 +18863,8 @@ Object Lazr_AmericaLaserCannon SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 40.0 DoubleClickToFastDriveDelay = 300 ; ***SOUNDS!**** @@ -18931,13 +18931,13 @@ Object Lazr_PatriotLaserBeam NumBeams = 5 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ; The total width of the beam InnerColor = R:100 G:0 B:0 A:100 ; The inside color of the laser (hot) - OuterBeamWidth = 15 ; The total width of the beam + OuterBeamWidth = 15.0 ; The total width of the beam OuterColor = R:100 G:0 B:0 A:0 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = -2500 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -2500.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 0 ; This value overlaps(+) or separates(-) the segments by ratio - TilingScalar = -3 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) + SegmentOverlapRatio = 0.0 ; This value overlaps(+) or separates(-) the segments by ratio + TilingScalar = -3.0 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. ; FadeLifetime = 0 ; Laser will fade and delete. diff --git a/GeneralsZH/Data/INI/Object/NatureProp.ini b/GeneralsZH/Data/INI/Object/NatureProp.ini index 2866dde..78976f8 100644 --- a/GeneralsZH/Data/INI/Object/NatureProp.ini +++ b/GeneralsZH/Data/INI/Object/NatureProp.ini @@ -55,7 +55,7 @@ Object GenericTree ; Logic-side computationally expensive tree. RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -65,8 +65,8 @@ Object GenericTree ; Logic-side computationally expensive tree. OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 @@ -79,7 +79,7 @@ Object GenericTree ; Logic-side computationally expensive tree. End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -87,7 +87,7 @@ Object GenericTree ; Logic-side computationally expensive tree. Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 @@ -107,7 +107,7 @@ Object GenericOptTree ; optimized client-side tree. ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -123,7 +123,7 @@ Object GenericOptTree ; optimized client-side tree. Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 @@ -142,7 +142,7 @@ Object TreeDogwood1 ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -158,7 +158,7 @@ Object TreeDogwood1 Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -175,7 +175,7 @@ ObjectReskin TreeDogwood1Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -183,7 +183,7 @@ ObjectReskin TreeDogwood1Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -206,8 +206,8 @@ Object Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 End @@ -256,7 +256,7 @@ Object BurningEmber ; End Behavior = PhysicsBehavior ModuleTag_02 - Mass = 2 + Mass = 2.0 KillWhenRestingOnGround = YES End Behavior = LifetimeUpdate ModuleTag_03 @@ -267,7 +267,7 @@ Object BurningEmber Behavior = SlowDeathBehavior ModuleTag_04 SinkDelay = 100 SinkDelayVariance = 100 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 100 DestructionDelayVariance = 100 End @@ -290,7 +290,7 @@ ObjectReskin TreeCypress01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -298,7 +298,7 @@ ObjectReskin TreeCypress01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -317,7 +317,7 @@ ObjectReskin TreeCypress02 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -325,7 +325,7 @@ ObjectReskin TreeCypress02 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -344,7 +344,7 @@ Object TreeFir01B ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -370,7 +370,7 @@ Object TreeFir01B RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -380,8 +380,8 @@ Object TreeFir01B OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 @@ -394,7 +394,7 @@ Object TreeFir01B End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -402,7 +402,7 @@ Object TreeFir01B Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL End @@ -420,7 +420,7 @@ Object TreeCherryBlossom01 ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -446,7 +446,7 @@ Object TreeCherryBlossom01 RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -456,8 +456,8 @@ Object TreeCherryBlossom01 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 @@ -470,7 +470,7 @@ Object TreeCherryBlossom01 End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -478,7 +478,7 @@ Object TreeCherryBlossom01 Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL End @@ -496,7 +496,7 @@ Object TreeCherryBlossom02 ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -522,7 +522,7 @@ Object TreeCherryBlossom02 RequiredStatus = AFLAME ; I can only fire if I am on fire End Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 2 + FlameDamageLimit = 2.0 FlameDamageExpiration = 0 BurnedDelay = 2500 AflameDuration = 3500 @@ -532,8 +532,8 @@ Object TreeCherryBlossom02 OCLEmbers = OCL_BurningEmbers MinSpreadDelay = 1000 MaxSpreadDelay = 2000 - SpreadTryRange = 50 ; A nonzero entry means fires will be set explicitly without relying on embers - ; The closest flammable thing will be set on fire automatically. + SpreadTryRange = 50.0 ; A nonzero entry means fires will be set explicitly without relying on embers + ; The closest flammable thing will be set on fire automatically. End ClientUpdate = SwayClientUpdate ModuleTag_07 @@ -546,7 +546,7 @@ Object TreeCherryBlossom02 End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +TOPPLED - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 20000 End @@ -554,7 +554,7 @@ Object TreeCherryBlossom02 Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 Shadow = SHADOW_DECAL End @@ -572,7 +572,7 @@ ObjectReskin TreeDogwood2 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -580,7 +580,7 @@ ObjectReskin TreeDogwood2 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -599,7 +599,7 @@ ObjectReskin TreeDogwood3 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -607,7 +607,7 @@ ObjectReskin TreeDogwood3 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -626,7 +626,7 @@ ObjectReskin TreeDogwood4 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -634,7 +634,7 @@ ObjectReskin TreeDogwood4 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -653,7 +653,7 @@ ObjectReskin TreeDogwood5 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -661,7 +661,7 @@ ObjectReskin TreeDogwood5 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -680,7 +680,7 @@ ObjectReskin TreeDogwood6 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -688,7 +688,7 @@ ObjectReskin TreeDogwood6 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -707,7 +707,7 @@ ObjectReskin TreeDogwood7 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -715,7 +715,7 @@ ObjectReskin TreeDogwood7 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -734,7 +734,7 @@ ObjectReskin TreeDogwood8 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -742,7 +742,7 @@ ObjectReskin TreeDogwood8 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -761,7 +761,7 @@ ObjectReskin TreeOak1 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -769,7 +769,7 @@ ObjectReskin TreeOak1 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -785,7 +785,7 @@ ObjectReskin TreeOakFall1 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -793,7 +793,7 @@ ObjectReskin TreeOakFall1 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -810,7 +810,7 @@ ObjectReskin TreeOakFall2 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -818,7 +818,7 @@ ObjectReskin TreeOakFall2 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -835,7 +835,7 @@ ObjectReskin TreeOakFall3 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -843,7 +843,7 @@ ObjectReskin TreeOakFall3 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -860,7 +860,7 @@ ObjectReskin TreeOakFall4 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -868,7 +868,7 @@ ObjectReskin TreeOakFall4 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -885,7 +885,7 @@ ObjectReskin TreeOakFall5 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -893,7 +893,7 @@ ObjectReskin TreeOakFall5 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -910,7 +910,7 @@ ObjectReskin TreeOakFall6 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -918,7 +918,7 @@ ObjectReskin TreeOakFall6 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -935,7 +935,7 @@ ObjectReskin TreeOakFall7 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -943,7 +943,7 @@ ObjectReskin TreeOakFall7 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -960,7 +960,7 @@ ObjectReskin TreeOakFall8 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -968,7 +968,7 @@ ObjectReskin TreeOakFall8 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -985,7 +985,7 @@ ObjectReskin TreeOrangeTree01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -993,7 +993,7 @@ ObjectReskin TreeOrangeTree01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - ; GeometryHeight = 15 + ; GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL End @@ -1011,7 +1011,7 @@ ObjectReskin TreeFir01snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1019,7 +1019,7 @@ ObjectReskin TreeFir01snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1059,7 +1059,7 @@ ObjectReskin TreePalm1 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1101,7 +1101,7 @@ ObjectReskin TreePalm2 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1141,7 +1141,7 @@ ObjectReskin TreePalm2short GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1182,7 +1182,7 @@ ObjectReskin TreePalm1short GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1202,7 +1202,7 @@ ObjectReskin TreeSpruceSnow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1210,7 +1210,7 @@ ObjectReskin TreeSpruceSnow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1229,7 +1229,7 @@ ObjectReskin TreeSpruce GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1237,7 +1237,7 @@ ObjectReskin TreeSpruce GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1256,7 +1256,7 @@ ObjectReskin TreeSpruce2 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1264,7 +1264,7 @@ ObjectReskin TreeSpruce2 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1283,7 +1283,7 @@ Object TreeSpruceStump ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1300,7 +1300,7 @@ Object TreeSpruceStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -1323,7 +1323,7 @@ Object TreeBurnedStump ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1340,7 +1340,7 @@ Object TreeBurnedStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -1365,7 +1365,7 @@ ObjectReskin TreePineSnow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1373,7 +1373,7 @@ ObjectReskin TreePineSnow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1392,7 +1392,7 @@ ObjectReskin TreePine GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1400,7 +1400,7 @@ ObjectReskin TreePine GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1419,7 +1419,7 @@ ObjectReskin TreePine2 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1427,7 +1427,7 @@ ObjectReskin TreePine2 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1446,7 +1446,7 @@ ObjectReskin TreePine3 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1454,7 +1454,7 @@ ObjectReskin TreePine3 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1473,7 +1473,7 @@ ObjectReskin TreePine3snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1481,7 +1481,7 @@ ObjectReskin TreePine3snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1500,7 +1500,7 @@ ObjectReskin TreePine4 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1508,7 +1508,7 @@ ObjectReskin TreePine4 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1527,7 +1527,7 @@ ObjectReskin TreePine4snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1535,7 +1535,7 @@ ObjectReskin TreePine4snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1554,7 +1554,7 @@ ObjectReskin TreePine4snow2 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1562,7 +1562,7 @@ ObjectReskin TreePine4snow2 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1581,7 +1581,7 @@ ObjectReskin TreePine5 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1589,7 +1589,7 @@ ObjectReskin TreePine5 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1608,7 +1608,7 @@ ObjectReskin TreePine5snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1616,7 +1616,7 @@ ObjectReskin TreePine5snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1635,7 +1635,7 @@ ObjectReskin TreePine5snow2 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1643,7 +1643,7 @@ ObjectReskin TreePine5snow2 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -1662,7 +1662,7 @@ Object TreePineStump ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1677,7 +1677,7 @@ Object TreePineStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -1701,7 +1701,7 @@ Object TreeOakStump ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1716,7 +1716,7 @@ Object TreeOakStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -1740,7 +1740,7 @@ ObjectReskin TreeMaple1 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1748,7 +1748,7 @@ ObjectReskin TreeMaple1 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1765,7 +1765,7 @@ ObjectReskin TreeMaple2 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1773,7 +1773,7 @@ ObjectReskin TreeMaple2 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -1790,7 +1790,7 @@ Object TreeMapleStump ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -1805,7 +1805,7 @@ Object TreeMapleStump InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_04 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 14000 DestructionDelay = 17000 End @@ -2483,7 +2483,7 @@ Object Hedge1 BounceVelocityPercent = 20% ; hedges don't really bounce (much) (default: 30%) End Behavior = SlowDeathBehavior ModuleTag_03 - SinkRate = 2 ; in dist/sec + SinkRate = 2.0 ; in dist/sec SinkDelay = 5000 DestructionDelay = 10000 End @@ -2529,8 +2529,8 @@ ObjectReskin Bush02 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2549,8 +2549,8 @@ ObjectReskin Bush03 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2569,8 +2569,8 @@ ObjectReskin Bush04 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2588,8 +2588,8 @@ ObjectReskin Bush05 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2608,8 +2608,8 @@ ObjectReskin Bush06 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2628,8 +2628,8 @@ ObjectReskin Bush07 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2648,8 +2648,8 @@ ObjectReskin Bush08 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2668,8 +2668,8 @@ ObjectReskin Bush09 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2686,8 +2686,8 @@ ObjectReskin Bush10 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2705,8 +2705,8 @@ ObjectReskin Bush11 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2725,8 +2725,8 @@ ObjectReskin Bush12Snow Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2746,8 +2746,8 @@ ObjectReskin Bush13Snow Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2768,8 +2768,8 @@ ObjectReskin Bush14Snow Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2790,8 +2790,8 @@ ObjectReskin Bush15 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2810,8 +2810,8 @@ ObjectReskin Bush16 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -2865,7 +2865,7 @@ ObjectReskin TreeSpruce03 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -2873,7 +2873,7 @@ ObjectReskin TreeSpruce03 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2892,7 +2892,7 @@ ObjectReskin TreeSpruce03Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -2900,7 +2900,7 @@ ObjectReskin TreeSpruce03Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2919,7 +2919,7 @@ ObjectReskin TreeSpruce04 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -2927,7 +2927,7 @@ ObjectReskin TreeSpruce04 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2946,7 +2946,7 @@ ObjectReskin TreeSpruce04Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -2954,7 +2954,7 @@ ObjectReskin TreeSpruce04Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -2973,7 +2973,7 @@ ObjectReskin TreeSpruce05 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -2981,7 +2981,7 @@ ObjectReskin TreeSpruce05 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3000,7 +3000,7 @@ ObjectReskin TreeSpruce05Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3008,7 +3008,7 @@ ObjectReskin TreeSpruce05Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3027,7 +3027,7 @@ ObjectReskin TreeFir01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3035,7 +3035,7 @@ ObjectReskin TreeFir01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -3053,7 +3053,7 @@ ObjectReskin TreeFir02 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3061,7 +3061,7 @@ ObjectReskin TreeFir02 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3080,7 +3080,7 @@ ObjectReskin TreeFir03 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3088,7 +3088,7 @@ ObjectReskin TreeFir03 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3107,7 +3107,7 @@ ObjectReskin TreeFir04 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3115,7 +3115,7 @@ ObjectReskin TreeFir04 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3134,7 +3134,7 @@ ObjectReskin TreeFir05 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3142,7 +3142,7 @@ ObjectReskin TreeFir05 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3160,7 +3160,7 @@ ObjectReskin TreeFir06Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3168,7 +3168,7 @@ ObjectReskin TreeFir06Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3187,7 +3187,7 @@ ObjectReskin TreeFir07Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3195,7 +3195,7 @@ ObjectReskin TreeFir07Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3213,7 +3213,7 @@ ObjectReskin TreeFir08Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3221,7 +3221,7 @@ ObjectReskin TreeFir08Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3240,7 +3240,7 @@ ObjectReskin TreeFir09Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3248,7 +3248,7 @@ ObjectReskin TreeFir09Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3267,7 +3267,7 @@ ObjectReskin TreeFir10Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3275,7 +3275,7 @@ ObjectReskin TreeFir10Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3294,7 +3294,7 @@ ObjectReskin TreeBirch01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3302,7 +3302,7 @@ ObjectReskin TreeBirch01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3321,7 +3321,7 @@ ObjectReskin TreeBirch02 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3329,7 +3329,7 @@ ObjectReskin TreeBirch02 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3348,7 +3348,7 @@ ObjectReskin TreeBirch03 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3356,7 +3356,7 @@ ObjectReskin TreeBirch03 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3375,7 +3375,7 @@ ObjectReskin TreeBirch04 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3383,7 +3383,7 @@ ObjectReskin TreeBirch04 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3402,7 +3402,7 @@ ObjectReskin TreeBirch05 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3411,7 +3411,7 @@ ObjectReskin TreeBirch05 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3430,7 +3430,7 @@ ObjectReskin TreeBirch06 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3438,7 +3438,7 @@ ObjectReskin TreeBirch06 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3457,7 +3457,7 @@ ObjectReskin TreeBirch07 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3465,7 +3465,7 @@ ObjectReskin TreeBirch07 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3484,7 +3484,7 @@ ObjectReskin TreeOak01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3492,7 +3492,7 @@ ObjectReskin TreeOak01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3511,7 +3511,7 @@ ObjectReskin TreeOak05 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3519,7 +3519,7 @@ ObjectReskin TreeOak05 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3537,7 +3537,7 @@ ObjectReskin TreeOak01Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3545,7 +3545,7 @@ ObjectReskin TreeOak01Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3564,7 +3564,7 @@ ObjectReskin TreeOak02 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3572,7 +3572,7 @@ ObjectReskin TreeOak02 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3592,7 +3592,7 @@ ObjectReskin TreeOak06 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3600,7 +3600,7 @@ ObjectReskin TreeOak06 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3619,7 +3619,7 @@ ObjectReskin TreeOak02Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3627,7 +3627,7 @@ ObjectReskin TreeOak02Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3646,7 +3646,7 @@ ObjectReskin TreeBonsai01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3654,7 +3654,7 @@ ObjectReskin TreeBonsai01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3673,7 +3673,7 @@ ObjectReskin TreeBonsai01Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3681,7 +3681,7 @@ ObjectReskin TreeBonsai01Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3700,7 +3700,7 @@ ObjectReskin TreeBonsai02 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3708,7 +3708,7 @@ ObjectReskin TreeBonsai02 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3727,7 +3727,7 @@ ObjectReskin TreeBonsai02Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3735,7 +3735,7 @@ ObjectReskin TreeBonsai02Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3775,7 +3775,7 @@ ObjectReskin TreePalm03 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -3813,7 +3813,7 @@ ObjectReskin TreePalm04 GenericTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -3830,7 +3830,7 @@ ObjectReskin ArborVitae01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3838,7 +3838,7 @@ ObjectReskin ArborVitae01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3857,7 +3857,7 @@ ObjectReskin ArborVitae02 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3865,7 +3865,7 @@ ObjectReskin ArborVitae02 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3884,7 +3884,7 @@ ObjectReskin TreeWillow01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3892,7 +3892,7 @@ ObjectReskin TreeWillow01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3911,7 +3911,7 @@ ObjectReskin TreeWillow02 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3919,7 +3919,7 @@ ObjectReskin TreeWillow02 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3938,7 +3938,7 @@ ObjectReskin TreeWillow03 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3946,7 +3946,7 @@ ObjectReskin TreeWillow03 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3965,7 +3965,7 @@ ObjectReskin TreeMaple03 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -3973,7 +3973,7 @@ ObjectReskin TreeMaple03 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -3992,7 +3992,7 @@ ObjectReskin TreeMaple05 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4000,7 +4000,7 @@ ObjectReskin TreeMaple05 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4019,7 +4019,7 @@ ObjectReskin TreeMaple03Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4027,7 +4027,7 @@ ObjectReskin TreeMaple03Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4046,7 +4046,7 @@ ObjectReskin TreeMaple04 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4054,7 +4054,7 @@ ObjectReskin TreeMaple04 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4073,7 +4073,7 @@ ObjectReskin TreeMaple06 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4081,7 +4081,7 @@ ObjectReskin TreeMaple06 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4100,7 +4100,7 @@ ObjectReskin TreeMaple04Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4108,7 +4108,7 @@ ObjectReskin TreeMaple04Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4126,7 +4126,7 @@ ObjectReskin TreeBamboo01 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4134,7 +4134,7 @@ ObjectReskin TreeBamboo01 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4153,7 +4153,7 @@ ObjectReskin TreeBamboo02 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4162,7 +4162,7 @@ ObjectReskin TreeBamboo02 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4181,7 +4181,7 @@ ObjectReskin TreeBamboo01Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4189,7 +4189,7 @@ ObjectReskin TreeBamboo01Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4209,7 +4209,7 @@ ObjectReskin TreeBamboo02Snow GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4217,7 +4217,7 @@ ObjectReskin TreeBamboo02Snow GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4236,7 +4236,7 @@ ObjectReskin TreeBamboo03 GenericOptTree ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4244,7 +4244,7 @@ ObjectReskin TreeBamboo03 GenericOptTree Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 3.0 - GeometryHeight = 15 + GeometryHeight = 15.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 @@ -4262,15 +4262,15 @@ ObjectReskin DesertShrub01 Bush01 ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4289,15 +4289,15 @@ ObjectReskin DesertShrub02 Bush01 ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4314,15 +4314,15 @@ ObjectReskin DesertShrub03 Bush01 ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4340,8 +4340,8 @@ ObjectReskin DesertShrub04 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4359,8 +4359,8 @@ ObjectReskin DesertShrub05 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4379,8 +4379,8 @@ ObjectReskin DesertShrub06 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4399,8 +4399,8 @@ ObjectReskin DesertShrub07 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4418,8 +4418,8 @@ ObjectReskin DesertShrub08 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4438,8 +4438,8 @@ ObjectReskin DesertShrub10 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4456,8 +4456,8 @@ ObjectReskin DesertShrub11 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4475,8 +4475,8 @@ ObjectReskin DesertShrub12 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4494,8 +4494,8 @@ ObjectReskin DesertShrub13 Bush01 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4664,8 +4664,8 @@ Object DesertShrub09 Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 ; Shadow = SHADOW_DECAL ; InstanceScaleFuzziness = 0.1 End @@ -4686,8 +4686,8 @@ Object VinesGreen KindOf = SHRUBBERY IMMOBILE OPTIMIZED_TREE Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 @@ -4710,8 +4710,8 @@ Object VinesBrown KindOf = SHRUBBERY IMMOBILE OPTIMIZED_TREE Geometry = CYLINDER GeometryIsSmall = YES - GeometryMajorRadius = 3 - GeometryHeight = 5 + GeometryMajorRadius = 3.0 + GeometryHeight = 5.0 Shadow = SHADOW_DECAL InstanceScaleFuzziness = 0.1 @@ -4730,7 +4730,7 @@ Object CINETreeDogwood1 ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4746,7 +4746,7 @@ Object CINETreeDogwood1 Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End @@ -4763,7 +4763,7 @@ Object CINETreeDogwood2 ToppleFX = FX_ToppleTree BounceFX = FX_OptTreeBounce KillWhenFinishedToppling = YES - SinkDistance = 10 + SinkDistance = 10.0 SinkTime = 5000 ; 5 seconds. End @@ -4779,6 +4779,6 @@ Object CINETreeDogwood2 Geometry = CYLINDER GeometryIsSmall = YES GeometryMajorRadius = 4.0 - GeometryHeight = 15 + GeometryHeight = 15.0 End diff --git a/GeneralsZH/Data/INI/Object/NukeGeneral.ini b/GeneralsZH/Data/INI/Object/NukeGeneral.ini index 04cc4e7..783104a 100644 --- a/GeneralsZH/Data/INI/Object/NukeGeneral.ini +++ b/GeneralsZH/Data/INI/Object/NukeGeneral.ini @@ -95,11 +95,11 @@ Object Nuke_BattleMasterTankShell Behavior = DumbProjectileBehavior ModuleTag_04 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -164,11 +164,11 @@ Object Nuke_OverlordTankShell Behavior = DumbProjectileBehavior ModuleTag_04 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -339,7 +339,7 @@ Object Nuke_ChinaVehicleHelix Side = ChinaNukeGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1750 BuildTime = 20.0 ; in seconds Prerequisites @@ -431,15 +431,15 @@ Object Nuke_ChinaVehicleHelix SpiralOrbitTurnRate = 80.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 210.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = HelixDamagedLoop - MinSelfSpin = 40 ; in degrees/sec - MaxSelfSpin = 120 ; in degrees/sec - SelfSpinUpdateDelay = 300 ; in milliseconds - SelfSpinUpdateAmount = 5 ; in degrees + MinSelfSpin = 40.0 ; in degrees/sec + MaxSelfSpin = 120.0 ; in degrees/sec + SelfSpinUpdateDelay = 300.0 ; in milliseconds + SelfSpinUpdateAmount = 5.0 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1000 ; in milliseconds - MaxBladeFlyOffDelay = 1000 ; in milliseconds + MinBladeFlyOffDelay = 1000.0 ; in milliseconds + MaxBladeFlyOffDelay = 1000.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades @@ -450,7 +450,7 @@ Object Nuke_ChinaVehicleHelix OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = HelixRubbleHull End @@ -578,7 +578,7 @@ Object Nuke_ChinaVehicleHelix GeometryHeight = 30.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -685,7 +685,7 @@ Object Nuke_ChinaHelixGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -705,7 +705,7 @@ Object Nuke_ChinaHelixGattlingCannon Behavior = StealthDetectorUpdate ModuleTag_SDU DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 + DetectionRange = 200.0 CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = YES ; Contained means being in a transport or Tunnel Network. End @@ -714,8 +714,8 @@ Object Nuke_ChinaHelixGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = YES @@ -736,7 +736,7 @@ Object Nuke_ChinaHelixGattlingCannon GeometryHeight = 9.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -778,7 +778,7 @@ Object Nuke_ChinaHelixPropagandaTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaNukeGeneral @@ -789,7 +789,7 @@ Object Nuke_ChinaHelixPropagandaTower Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -829,7 +829,7 @@ Object Nuke_ChinaHelixPropagandaTower GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -875,7 +875,7 @@ Object Nuke_ChinaHelixBattleBunker End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaNukeGeneral @@ -886,7 +886,7 @@ Object Nuke_ChinaHelixBattleBunker Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -913,7 +913,7 @@ Object Nuke_ChinaHelixBattleBunker GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1026,7 +1026,7 @@ Object Nuke_ChinaJetMIG End BuildCost = 1400 - BuildTime = 10 + BuildTime = 10.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -1088,7 +1088,7 @@ Object Nuke_ChinaJetMIG ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -1123,7 +1123,7 @@ Object Nuke_ChinaJetMIG Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1251,10 +1251,10 @@ Object Nuke_ChinaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -1263,7 +1263,7 @@ Object Nuke_ChinaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -1312,7 +1312,7 @@ Object Nuke_ChinaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -1335,7 +1335,7 @@ Object Nuke_ChinaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1429,7 +1429,7 @@ Object Nuke_ChinaInfantryRedguard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -1491,18 +1491,18 @@ Object Nuke_ChinaInfantryRedguard TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -1567,7 +1567,7 @@ Object Nuke_ChinaInfantryRedguard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_RNA 26 + Animation = NICNSC_SKL.NICNSC_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1576,7 +1576,7 @@ Object Nuke_ChinaInfantryRedguard AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = NICNSC_SKL.NICNSC_RNB 28 + Animation = NICNSC_SKL.NICNSC_RNB 28.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged @@ -1666,8 +1666,8 @@ Object Nuke_ChinaInfantryRedguard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Nuke_ChinaBarracks End @@ -1722,9 +1722,9 @@ Object Nuke_ChinaInfantryRedguard Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -1760,10 +1760,10 @@ Object Nuke_ChinaInfantryRedguard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1824,8 +1824,8 @@ Object Nuke_ChinaInfantryRedguard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1854,7 +1854,7 @@ Object Nuke_ChinaInfantryBlackLotus ; idle DefaultConditionState Model = NIHERO_SKN - IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 + IdleAnimation = NIHERO_SKL.NIHERO_STA 0.0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE @@ -1862,7 +1862,7 @@ Object Nuke_ChinaInfantryBlackLotus End ConditionState = REALLYDAMAGED - IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 + IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0.0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured @@ -2035,8 +2035,8 @@ Object Nuke_ChinaInfantryBlackLotus Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 300 - ShroudClearingRange = 400 + VisionRange = 300.0 + ShroudClearingRange = 400.0 Prerequisites Object = Nuke_ChinaBarracks Object = Nuke_ChinaPropagandaCenter @@ -2199,10 +2199,10 @@ Object Nuke_ChinaInfantryBlackLotus SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2241,8 +2241,8 @@ Object Nuke_ChinaInfantryBlackLotus GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2267,7 +2267,7 @@ Object Nuke_ChinaInfantryTankHunter DefaultConditionState Model = NIMSST_SKN - IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 + IdleAnimation = NIMSST_SKL.NIMSST_STA 0.0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE @@ -2300,7 +2300,7 @@ Object Nuke_ChinaInfantryTankHunter AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING - Animation = NIMSST_SKL.NIMSST_RNA 20 + Animation = NIMSST_SKL.NIMSST_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2311,7 +2311,7 @@ Object Nuke_ChinaInfantryTankHunter AliasConditionState = MOVING ATTACKING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NIMSST_SKL.NIMSST_ATA 10 + Animation = NIMSST_SKL.NIMSST_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -2390,8 +2390,8 @@ Object Nuke_ChinaInfantryTankHunter Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = Nuke_ChinaBarracks End @@ -2434,8 +2434,8 @@ Object Nuke_ChinaInfantryTankHunter Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -2490,10 +2490,10 @@ Object Nuke_ChinaInfantryTankHunter SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2532,8 +2532,8 @@ Object Nuke_ChinaInfantryTankHunter GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2560,7 +2560,7 @@ Object Nuke_ChinaInfantryHacker ; NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN - IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 + IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0.0 25 ; Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB @@ -2571,7 +2571,7 @@ Object Nuke_ChinaInfantryHacker AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = NIHCKR_SKL.NIHCKR_RNA 14 + Animation = NIHCKR_SKL.NIHCKR_RNA 14.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2683,8 +2683,8 @@ Object Nuke_ChinaInfantryHacker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Nuke_ChinaBarracks Object = Nuke_ChinaPropagandaCenter @@ -2797,10 +2797,10 @@ Object Nuke_ChinaInfantryHacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2839,8 +2839,8 @@ Object Nuke_ChinaInfantryHacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2978,8 +2978,8 @@ Object Nuke_ChinaTankDragon End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Nuke_ChinaWarFactory End @@ -3019,19 +3019,19 @@ Object Nuke_ChinaTankDragon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 560 + SubdualDamageCap = 560.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 - TurretPitchRate = 120 + TurretTurnRate = 120.0 + TurretPitchRate = 120.0 AllowsPitch = YES - MinPhysicalPitch = -15 + MinPhysicalPitch = -15.0 - TurretFireAngleSweep = PRIMARY 10 - TurretFireAngleSweep = SECONDARY 60 + TurretFireAngleSweep = PRIMARY 10.0 + TurretFireAngleSweep = SECONDARY 60.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY @@ -3130,7 +3130,7 @@ Object Nuke_ChinaTankDragon GeometryHeight = 11.0 ; Height set to allow clear clipping of the projectile stream GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3181,7 +3181,7 @@ Object Nuke_ChinaVehicleTroopCrawler MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End @@ -3202,8 +3202,8 @@ Object Nuke_ChinaVehicleTroopCrawler End BuildCost = 1400 BuildTime = 15.0 ; in seconds - VisionRange = 175 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! - ShroudClearingRange = 400 + VisionRange = 175.0 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! + ShroudClearingRange = 400.0 Prerequisites Object = Nuke_ChinaWarFactory End @@ -3243,9 +3243,9 @@ Object Nuke_ChinaVehicleTroopCrawler ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) @@ -3279,7 +3279,7 @@ Object Nuke_ChinaVehicleTroopCrawler Slots = 8 InitialPayload = Nuke_ChinaInfantryRedguard 8 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -3332,7 +3332,7 @@ Object Nuke_ChinaVehicleTroopCrawler GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3400,8 +3400,8 @@ Object Nuke_ChinaVehicleInfernoCannon End BuildCost = 900 BuildTime = 15.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Nuke_ChinaWarFactory Object = Nuke_ChinaPropagandaCenter @@ -3441,9 +3441,9 @@ Object Nuke_ChinaVehicleInfernoCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 240 + SubdualDamageCap = 240.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_03 @@ -3453,10 +3453,10 @@ Object Nuke_ChinaVehicleInfernoCannon Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 100 - TurretPitchRate = 100 + TurretTurnRate = 100.0 + TurretPitchRate = 100.0 AllowsPitch = YES - FirePitch = 45 + FirePitch = 45.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = NO NotWhileAttacking @@ -3516,7 +3516,7 @@ Object Nuke_ChinaVehicleInfernoCannon GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3542,9 +3542,9 @@ Object Nuke_ChinaVehicleNukeLauncher Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 120 - MaxRecoilDistance = 8 - RecoilSettleSpeed = 6 + InitialRecoilSpeed = 120.0 + MaxRecoilDistance = 8.0 + RecoilSettleSpeed = 6.0 OkToChangeModelColor = YES @@ -3683,8 +3683,8 @@ Object Nuke_ChinaVehicleNukeLauncher End BuildCost = 1600 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 350 + VisionRange = 180.0 + ShroudClearingRange = 350.0 Prerequisites Object = Nuke_ChinaWarFactory Object = Nuke_ChinaPropagandaCenter @@ -3725,9 +3725,9 @@ Object Nuke_ChinaVehicleNukeLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_03 @@ -3737,13 +3737,13 @@ Object Nuke_ChinaVehicleNukeLauncher Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 80 - TurretPitchRate = 80 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 80.0 + TurretPitchRate = 80.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = YES End AutoAcquireEnemiesWhenIdle = NO @@ -3810,7 +3810,7 @@ Object Nuke_ChinaVehicleNukeLauncher GeometryHeight = 17.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3939,8 +3939,8 @@ Object Nuke_ChinaTankGattling End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = Nuke_ChinaWarFactory End @@ -3981,19 +3981,19 @@ Object Nuke_ChinaTankGattling ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger End AutoAcquireEnemiesWhenIdle = YES MoodAttackCheckRate = 250 @@ -4047,7 +4047,7 @@ Object Nuke_ChinaTankGattling GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4122,8 +4122,8 @@ Object Nuke_ChinaVehicleSupplyTruck TransportSlotCount = 2 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Nuke_ChinaSupplyCenter End @@ -4163,15 +4163,15 @@ Object Nuke_ChinaVehicleSupplyTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor @@ -4225,7 +4225,7 @@ Object Nuke_ChinaVehicleSupplyTruck GeometryHeight = 14.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4292,8 +4292,8 @@ Object Nuke_ChinaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE @@ -4343,14 +4343,14 @@ Object Nuke_ChinaVehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -4409,7 +4409,7 @@ Object Nuke_ChinaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4458,8 +4458,8 @@ Object Nuke_ChinaTankECM End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = Nuke_ChinaWarFactory Object = Nuke_ChinaPropagandaCenter @@ -4499,20 +4499,20 @@ Object Nuke_ChinaTankECM ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec FiresWhileTurning = NO MinIdleScanInterval = 0 ; in milliseconds MaxIdleScanInterval = 0 ; in milliseconds RecenterTime = 0 - MinIdleScanAngle = 180 ; in degrees off the natural turret angle - MaxIdleScanAngle = 180 ; in degrees off the natural turret angle + MinIdleScanAngle = 180.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 180.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES End @@ -4568,7 +4568,7 @@ Object Nuke_ChinaTankECM GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4606,7 +4606,7 @@ Object Nuke_ChinaVehicleListeningOutpost LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End Draw = W3DModelDraw ModuleTag_33 @@ -4683,8 +4683,8 @@ Object Nuke_ChinaVehicleListeningOutpost End BuildCost = 900 BuildTime = 15.0 ; in seconds - VisionRange = 250 - ShroudClearingRange = 500 + VisionRange = 250.0 + ShroudClearingRange = 500.0 Prerequisites Object = Nuke_ChinaWarFactory End @@ -4724,13 +4724,13 @@ Object Nuke_ChinaVehicleListeningOutpost ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 300 ; Dustin, enable this for independent balancing! + DetectionRange = 300.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. ; PingSound = IRPing @@ -4763,7 +4763,7 @@ Object Nuke_ChinaVehicleListeningOutpost Slots = 2 InitialPayload = Nuke_ChinaInfantryTankHunter 2 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -4818,7 +4818,7 @@ Object Nuke_ChinaVehicleListeningOutpost GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5191,7 +5191,7 @@ Object Nuke_ChinaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_03 @@ -5788,7 +5788,7 @@ Object Nuke_ChinaCommandCenter ; End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -5799,7 +5799,7 @@ Object Nuke_ChinaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = Nuke_ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -5826,9 +5826,9 @@ Object Nuke_ChinaCommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -5846,7 +5846,7 @@ Object Nuke_ChinaCommandCenter NaturalRallyPoint = X:60.0 Y:40.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DestroyDie ModuleTag_11 @@ -5950,7 +5950,7 @@ Object Nuke_ChinaCommandCenter End Geometry = BOX - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 @@ -6930,7 +6930,7 @@ Object Nuke_ChinaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -6944,7 +6944,7 @@ Object Nuke_ChinaAirfield EnergyProduction = -1 CommandSet = Nuke_ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -6970,17 +6970,17 @@ Object Nuke_ChinaAirfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_10 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 ParkInHangars = YES End @@ -8390,7 +8390,7 @@ Object Nuke_ChinaNuclearMissileLauncher End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearMissile @@ -8403,9 +8403,9 @@ Object Nuke_ChinaNuclearMissileLauncher BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! CommandSet = Nuke_ChinaNuclearMissileCommandSet ArmorSet Conditions = NONE @@ -8434,9 +8434,9 @@ Object Nuke_ChinaNuclearMissileLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLSpecialPower ModuleTag_07 @@ -9051,7 +9051,7 @@ Object Nuke_ChinaSpeakerTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SpeakerTower @@ -9061,7 +9061,7 @@ Object Nuke_ChinaSpeakerTower BuildTime = 10.0 ; in seconds EnergyProduction = -1 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9092,9 +9092,9 @@ Object Nuke_ChinaSpeakerTower ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 @@ -9984,7 +9984,7 @@ Object Nuke_ChinaPowerPlant End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Nuke_NuclearReactor @@ -9996,7 +9996,7 @@ Object Nuke_ChinaPowerPlant EnergyProduction = 18 EnergyBonus = 9 ; for the overcharge bonus VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -10024,9 +10024,9 @@ Object Nuke_ChinaPowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OverchargeBehavior ModuleTag_06 @@ -10640,7 +10640,7 @@ Object Nuke_ChinaSupplyCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -10655,7 +10655,7 @@ Object Nuke_ChinaSupplyCenter EnergyProduction = -1 CommandSet = Nuke_ChinaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -10681,9 +10681,9 @@ Object Nuke_ChinaSupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -11317,7 +11317,7 @@ Object Nuke_ChinaBarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -11328,7 +11328,7 @@ Object Nuke_ChinaBarracks EnergyProduction = 0 CommandSet = Nuke_ChinaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -11354,9 +11354,9 @@ Object Nuke_ChinaBarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 @@ -11426,7 +11426,7 @@ Object Nuke_ChinaBarracks GeometryMinorRadius = 44.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -12366,7 +12366,7 @@ Object Nuke_ChinaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -12380,7 +12380,7 @@ Object Nuke_ChinaWarFactory EnergyProduction = -1 CommandSet = Nuke_ChinaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -12406,9 +12406,9 @@ Object Nuke_ChinaWarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = DestroyDie ModuleTag_09 @@ -12433,7 +12433,7 @@ Object Nuke_ChinaWarFactory NaturalRallyPoint = X:57.0 Y:-27.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_14 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -12476,7 +12476,7 @@ Object Nuke_ChinaWarFactory GeometryMinorRadius = 61.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -13213,7 +13213,7 @@ Object Nuke_ChinaBunker End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Bunker @@ -13226,7 +13226,7 @@ Object Nuke_ChinaBunker BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13251,9 +13251,9 @@ Object Nuke_ChinaBunker ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End ; Behavior = FXListDie ModuleTag_07 ; DeathFX = FX_SmallStructureDeath @@ -14100,7 +14100,7 @@ Object Nuke_ChinaPropagandaCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PropagandaCenter @@ -14113,7 +14113,7 @@ Object Nuke_ChinaPropagandaCenter BuildTime = 45.0 ; in seconds EnergyProduction = -2 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -14140,9 +14140,9 @@ Object Nuke_ChinaPropagandaCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_10 ; @@ -15120,7 +15120,7 @@ Object Nuke_ChinaGattlingCannon End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GattlingCannon @@ -15145,7 +15145,7 @@ Object Nuke_ChinaGattlingCannon End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE @@ -15183,14 +15183,14 @@ Object Nuke_ChinaGattlingCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -15209,15 +15209,15 @@ Object Nuke_ChinaGattlingCannon Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon MoodAttackCheckRate = 250 @@ -16182,7 +16182,7 @@ Object Nuke_ChinaInternetCenter Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:InternetCenter @@ -16193,7 +16193,7 @@ Object Nuke_ChinaInternetCenter EnergyProduction = 0 CommandSet = ChinaInternetCenterCommandSetOne VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorInternetCenter @@ -16229,16 +16229,16 @@ Object Nuke_ChinaInternetCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2700 + SubdualDamageCap = 2700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives an aiHackInternet command to passengers PassengersAllowedToFire = NO Slots = 8 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 50% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 @@ -16399,8 +16399,8 @@ Object Nuke_ChinaTankBattleMaster End BuildCost = 800 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Nuke_ChinaWarFactory End @@ -16439,14 +16439,14 @@ Object Nuke_ChinaTankBattleMaster ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 800 + SubdualDamageCap = 800.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 ; turn rate, in degrees/sec + TurretTurnRate = 120.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -16455,9 +16455,9 @@ Object Nuke_ChinaTankBattleMaster Locomotor = SET_NORMAL Nuke_FusionBattleMasterLocomotor Behavior = HordeUpdate ModuleTag_04 - RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -16522,10 +16522,10 @@ Object Nuke_ChinaTankBattleMaster Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 - GeometryHeight = 10 + GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16608,8 +16608,8 @@ Object Nuke_ChinaTankOverlord End BuildCost = 2000 BuildTime = 22.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = Nuke_ChinaWarFactory Object = Nuke_ChinaPropagandaCenter @@ -16650,14 +16650,14 @@ Object Nuke_ChinaTankOverlord ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 60 ; 30 ; 15 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; 30 ; 15 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -16753,7 +16753,7 @@ Object Nuke_ChinaTankOverlord GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16857,7 +16857,7 @@ Object Nuke_ChinaTankOverlordGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -16876,8 +16876,8 @@ Object Nuke_ChinaTankOverlordGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = YES @@ -16903,7 +16903,7 @@ Object Nuke_ChinaTankOverlordGattlingCannon GeometryHeight = 9.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16945,7 +16945,7 @@ Object Nuke_ChinaTankOverlordPropagandaTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaNukeGeneral @@ -16956,7 +16956,7 @@ Object Nuke_ChinaTankOverlordPropagandaTower Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -16996,7 +16996,7 @@ Object Nuke_ChinaTankOverlordPropagandaTower GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17042,7 +17042,7 @@ Object Nuke_ChinaTankOverlordBattleBunker End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaNukeGeneral @@ -17053,7 +17053,7 @@ Object Nuke_ChinaTankOverlordBattleBunker Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -17088,7 +17088,7 @@ Object Nuke_ChinaTankOverlordBattleBunker GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17131,9 +17131,9 @@ Object Nuke_ChinaCarpetBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 diff --git a/GeneralsZH/Data/INI/Object/SpecialPowerObjects.ini b/GeneralsZH/Data/INI/Object/SpecialPowerObjects.ini index 6a03790..40f6cab 100644 --- a/GeneralsZH/Data/INI/Object/SpecialPowerObjects.ini +++ b/GeneralsZH/Data/INI/Object/SpecialPowerObjects.ini @@ -135,10 +135,10 @@ Object AmericaJetB3 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 450 + DeliveryDistance = 450.0 End Locomotor = SET_NORMAL B3Locomotor @@ -147,7 +147,7 @@ Object AmericaJetB3 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -159,7 +159,7 @@ Object AmericaJetB3 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -201,7 +201,7 @@ Object AmericaJetB3 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -345,10 +345,10 @@ Object ChinaJetCarpetBomber Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -357,7 +357,7 @@ Object ChinaJetCarpetBomber ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -406,7 +406,7 @@ Object ChinaJetCarpetBomber DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -429,6 +429,6 @@ Object ChinaJetCarpetBomber GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/StealthGeneral.ini b/GeneralsZH/Data/INI/Object/StealthGeneral.ini index d78188c..a6550d0 100644 --- a/GeneralsZH/Data/INI/Object/StealthGeneral.ini +++ b/GeneralsZH/Data/INI/Object/StealthGeneral.ini @@ -89,7 +89,7 @@ Object Slth_GLAHole End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GLAHole @@ -102,7 +102,7 @@ Object Slth_GLAHole BuildTime = 10.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud-clearing distance - ShroudClearingRange = 50 + ShroudClearingRange = 50.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -129,7 +129,7 @@ Object Slth_GLAHole End Behavior = RebuildHoleBehavior ModuleTag_04 WorkerObjectName = GLAInfantryWorker - WorkerRespawnDelay = 20000 ; in milliseconds + WorkerRespawnDelay = 20000.0 ; in milliseconds HoleHealthRegen%PerSecond = 0.5% ; regen this % of HoleMaxHealth per second End @@ -444,7 +444,7 @@ Object Slth_GLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -729,7 +729,7 @@ Object Slth_GLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = Slth_GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -762,9 +762,9 @@ Object Slth_GLACommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -882,7 +882,7 @@ Object Slth_GLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -1220,7 +1220,7 @@ Object Slth_FakeGLACommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction done flashing lights ; Draw = W3DModelDraw @@ -1508,7 +1508,7 @@ Object Slth_FakeGLACommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = FakeGLACommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE Weapon = PRIMARY SuicideWeapon @@ -1541,9 +1541,9 @@ Object Slth_FakeGLACommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1450 + SubdualDamageCap = 1450.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -1611,12 +1611,12 @@ Object Slth_FakeGLACommandCenter GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 165 - ShadowSizeY = 145 + ShadowSizeX = 165.0 + ShadowSizeY = 145.0 BuildCompletion = PLACED_BY_PLAYER End @@ -2226,7 +2226,7 @@ Object Slth_GLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -2240,7 +2240,7 @@ Object Slth_GLABlackMarket EnergyProduction = 0 CommandSet = Slth_GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -2271,9 +2271,9 @@ Object Slth_GLABlackMarket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -2983,7 +2983,7 @@ Object Slth_FakeGLABlackMarket Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BlackMarket @@ -2997,7 +2997,7 @@ Object Slth_FakeGLABlackMarket EnergyProduction = 0 CommandSet = FakeGLABlackMarketCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -3030,9 +3030,9 @@ Object Slth_FakeGLABlackMarket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 325 + SubdualDamageCap = 325.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = AIUpdateInterface ModuleTag_05 @@ -3108,8 +3108,8 @@ Object Slth_FakeGLABlackMarket GeometryIsSmall = NO Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 108 - ShadowSizeY = 96 + ShadowSizeX = 108.0 + ShadowSizeY = 96.0 BuildCompletion = PLACED_BY_PLAYER End @@ -4301,7 +4301,7 @@ Object Slth_GLAScudStorm End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ScudStorm @@ -4315,9 +4315,9 @@ Object Slth_GLAScudStorm EnergyProduction = 0 CommandSet = Slth_GLAScudStormCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = NONE Weapon = PRIMARY ScudStormWeapon @@ -4356,9 +4356,9 @@ Object Slth_GLAScudStorm ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleScudStorm @@ -4518,7 +4518,7 @@ Object Slth_GLADemoTrap End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:DemoTrap @@ -4612,7 +4612,7 @@ Object Slth_GLADemoTrap Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 4.0 - GeometryHeight = 9 + GeometryHeight = 9.0 GeometryIsSmall = YES End @@ -5014,7 +5014,7 @@ Object Slth_GLATunnelNetwork End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -5028,7 +5028,7 @@ Object Slth_GLATunnelNetwork BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -5063,21 +5063,21 @@ Object Slth_GLATunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = AIUpdateInterface ModuleTag_16 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End @@ -5085,7 +5085,7 @@ Object Slth_GLATunnelNetwork End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End ; Kris: Removed this module because units exiting the container would extract information @@ -5127,7 +5127,7 @@ Object Slth_GLATunnelNetwork Behavior = StealthUpdate ModuleTag_17 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES ; Require the upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -5587,7 +5587,7 @@ Object Slth_GLAStingerSite End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StingerSite @@ -5600,7 +5600,7 @@ Object Slth_GLAStingerSite BuildTime = 15.0 ; in seconds EnergyProduction = 0 VisionRange = 600.0 ; Shroud-clearing distance - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 ArmorSet Conditions = NONE Armor = StingerSiteArmor @@ -5632,9 +5632,9 @@ Object Slth_GLAStingerSite ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 @@ -6165,7 +6165,7 @@ Object Slth_GLAPalace End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_02 @@ -6413,7 +6413,7 @@ Object Slth_GLAPalace BuildTime = 45.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -6445,9 +6445,9 @@ Object Slth_GLAPalace ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 3200 + SubdualDamageCap = 3200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure @@ -7088,7 +7088,7 @@ Object Slth_GLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -7100,7 +7100,7 @@ Object Slth_GLASupplyStash EnergyProduction = 0 CommandSet = Slth_GLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -7131,9 +7131,9 @@ Object Slth_GLASupplyStash ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -7796,7 +7796,7 @@ Object Slth_FakeGLASupplyStash End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyStash @@ -7810,7 +7810,7 @@ Object Slth_FakeGLASupplyStash EnergyProduction = 0 CommandSet = FakeGLASupplyStashCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -7843,9 +7843,9 @@ Object Slth_FakeGLASupplyStash ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 450 + SubdualDamageCap = 450.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = CreateObjectDie ModuleTag_08 @@ -7914,8 +7914,8 @@ Object Slth_FakeGLASupplyStash ; FactoryExtraBibWidth = 1.0 ; extra placement border. Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 105 - ShadowSizeY = 105 + ShadowSizeX = 105.0 + ShadowSizeY = 105.0 BuildCompletion = PLACED_BY_PLAYER End @@ -8487,7 +8487,7 @@ Object Slth_GLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -8498,7 +8498,7 @@ Object Slth_GLABarracks EnergyProduction = 0 CommandSet = Slth_GLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -8534,9 +8534,9 @@ Object Slth_GLABarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -8613,7 +8613,7 @@ Object Slth_GLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -9181,7 +9181,7 @@ Object Slth_FakeGLABarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -9195,7 +9195,7 @@ Object Slth_FakeGLABarracks EnergyProduction = 0 CommandSet = FakeGLABarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -9228,9 +9228,9 @@ Object Slth_FakeGLABarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 325 + SubdualDamageCap = 325.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = AIUpdateInterface ModuleTag_06 @@ -9297,11 +9297,11 @@ Object Slth_FakeGLABarracks GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 120 - ShadowSizeY = 110 + ShadowSizeX = 120.0 + ShadowSizeY = 110.0 BuildCompletion = PLACED_BY_PLAYER End @@ -10111,7 +10111,7 @@ Object Slth_GLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -10125,7 +10125,7 @@ Object Slth_GLAArmsDealer EnergyProduction = 0 CommandSet = Slth_GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -10157,9 +10157,9 @@ Object Slth_GLAArmsDealer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 @@ -10196,7 +10196,7 @@ Object Slth_GLAArmsDealer NaturalRallyPoint = X:40.0 Y:-15.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -10230,7 +10230,7 @@ Object Slth_GLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -11032,7 +11032,7 @@ Object Slth_FakeGLAArmsDealer End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ArmsDealer @@ -11046,7 +11046,7 @@ Object Slth_FakeGLAArmsDealer EnergyProduction = 0 CommandSet = FakeGLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -11080,9 +11080,9 @@ Object Slth_FakeGLAArmsDealer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 700 + SubdualDamageCap = 700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = CreateObjectDie ModuleTag_08 @@ -11148,11 +11148,11 @@ Object Slth_FakeGLAArmsDealer GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply ; this is not really a shadow, it's used as a decal to indicate a fake structure. - ShadowSizeX = 127 - ShadowSizeY = 144 + ShadowSizeX = 127.0 + ShadowSizeY = 144.0 BuildCompletion = PLACED_BY_PLAYER End @@ -11264,7 +11264,7 @@ Object Slth_GLASneakAttackTunnelNetworkStart Model = UBSNATK_RS End End - PlacementViewAngle = -44 + PlacementViewAngle = -44.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -11275,7 +11275,7 @@ Object Slth_GLASneakAttackTunnelNetworkStart End EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE @@ -11401,7 +11401,7 @@ Object Slth_GLASneakAttackTunnelNetwork End End - PlacementViewAngle = -44 + PlacementViewAngle = -44.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TunnelNetwork @@ -11412,7 +11412,7 @@ Object Slth_GLASneakAttackTunnelNetwork End EnergyProduction = 0 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE Weapon = PRIMARY TunnelNetworkGunDUMMY ; So that AI can attack from it in guard mode. @@ -11441,25 +11441,25 @@ Object Slth_GLASneakAttackTunnelNetwork ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 150 ; Dustin, enable this for independent balancing! + DetectionRange = 150.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End Behavior = TunnelContain ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds End Behavior = AIUpdateInterface ModuleTag_AI Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES Stealthed ; defensive weapon @@ -11568,7 +11568,7 @@ Object Slth_GLAInfantryRebel ; standing DefaultConditionState Model = UIRGrd_SKN - IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE @@ -11578,7 +11578,7 @@ Object Slth_GLAInfantryRebel End ConditionState = REALLYDAMAGED - IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 + IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0.0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE @@ -11587,7 +11587,7 @@ Object Slth_GLAInfantryRebel ; moving ConditionState = MOVING - Animation = UIRGrd_SKL.UIRGrd_RNA 15 + Animation = UIRGrd_SKL.UIRGrd_RNA 15.0 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = NONE InfantryDustTrails @@ -11595,7 +11595,7 @@ Object Slth_GLAInfantryRebel AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = UIRGrd_SKL.UIRGrd_RNB 25 + Animation = UIRGrd_SKL.UIRGrd_RNB 25.0 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = NONE InfantryDustTrails @@ -11721,8 +11721,8 @@ Object Slth_GLAInfantryRebel Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLABarracks End @@ -11777,7 +11777,7 @@ Object Slth_GLAInfantryRebel Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES ; Doesn't require upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -11815,10 +11815,10 @@ Object Slth_GLAInfantryRebel SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -11901,8 +11901,8 @@ Object Slth_GLAInfantryRebel GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -11927,7 +11927,7 @@ Object Slth_GLAInfantryJarmenKell ; idle DefaultConditionState Model = UIHERO_SKN - IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 + IdleAnimation = UIHERO_SKL.UIHERO_STA 0.0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE @@ -11937,7 +11937,7 @@ Object Slth_GLAInfantryJarmenKell End ConditionState = REALLYDAMAGED - IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 + IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0.0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE @@ -11987,7 +11987,7 @@ Object Slth_GLAInfantryJarmenKell ; moving ConditionState = MOVING - Animation = UIHERO_SKL.UIHERO_RNA2 30 + Animation = UIHERO_SKL.UIHERO_RNA2 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -12001,7 +12001,7 @@ Object Slth_GLAInfantryJarmenKell AliasConditionState = MOVING DOCKING_ACTIVE ConditionState = MOVING REALLYDAMAGED - Animation = UIHERO_SKL.UIHERO_IRNA 30 + Animation = UIHERO_SKL.UIHERO_IRNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -12104,8 +12104,8 @@ Object Slth_GLAInfantryJarmenKell Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = Slth_GLABarracks Object = Slth_GLAPalace @@ -12158,7 +12158,7 @@ Object Slth_GLAInfantryJarmenKell ; Behavior = StealthDetectorUpdate ModuleTag_StealthDetect ; DetectionRate = 750 ; How often to rescan for stealthed things in my sight (msec) - ; DetectionRange = 150 ; Enable this for independent balancing! + ; DetectionRange = 150.0 ; Enable this for independent balancing! ; CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. ; CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. ; End @@ -12206,10 +12206,10 @@ Object Slth_GLAInfantryJarmenKell SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_JarmenKellDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -12248,8 +12248,8 @@ Object Slth_GLAInfantryJarmenKell GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12280,7 +12280,7 @@ Object Slth_GLAInfantryTunnelDefender DefaultConditionState Model = UITunF_SKN - IdleAnimation = UITunF_SKL.UITunF_STA 0 20 + IdleAnimation = UITunF_SKL.UITunF_STA 0.0 20 IdleAnimation = UITunF_SKL.UITunF_IDA IdleAnimation = UITunF_SKL.UITunF_IDB IdleAnimation = UITunF_SKL.UITunF_IDC @@ -12291,11 +12291,11 @@ Object Slth_GLAInfantryTunnelDefender End ConditionState = MOVING - Animation = UITunF_SKL.UITunF_WKA 16 - Animation = UITunF_SKL.UITunF_WKB 30 - Animation = UITunF_SKL.UITunF_WKC 30 - Animation = UITunF_SKL.UITunF_RNA 15 - Animation = UITunF_SKL.UITunF_RNB 25 + Animation = UITunF_SKL.UITunF_WKA 16.0 + Animation = UITunF_SKL.UITunF_WKB 30.0 + Animation = UITunF_SKL.UITunF_WKC 30.0 + Animation = UITunF_SKL.UITunF_RNA 15.0 + Animation = UITunF_SKL.UITunF_RNB 25.0 AnimationMode = LOOP ParticleSysBone = NONE InfantryDustTrails End @@ -12368,8 +12368,8 @@ Object Slth_GLAInfantryTunnelDefender Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 ; Prerequisites ; Object = Slth_GLATunnelNetwork ; End @@ -12440,10 +12440,10 @@ Object Slth_GLAInfantryTunnelDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RPGTrooperDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -12482,8 +12482,8 @@ Object Slth_GLAInfantryTunnelDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12504,7 +12504,7 @@ Object Slth_GLAInfantryStingerSoldier DefaultConditionState Model = UISmsd_SKN - IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 + IdleAnimation = UISmsd_SKL.UISmsd_STA 0.0 45 IdleAnimation = UISmsd_SKL.UISmsd_IDA IdleAnimation = UISmsd_SKL.UISmsd_IDB IdleAnimation = UISmsd_SKL.UISmsd_IDC @@ -12525,7 +12525,7 @@ Object Slth_GLAInfantryStingerSoldier AliasConditionState = RELOADING_B ConditionState = MOVING - Animation = UISmsd_SKL.UISmsd_WKB 25 + Animation = UISmsd_SKL.UISmsd_WKB 25.0 AnimationMode = LOOP End @@ -12611,7 +12611,7 @@ Object Slth_GLAInfantryStingerSoldier DamageFX = NONE End VisionRange = 400.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = Slth_GLABarracks @@ -12638,7 +12638,7 @@ Object Slth_GLAInfantryStingerSoldier Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -12665,7 +12665,7 @@ Object Slth_GLAInfantryStingerSoldier Behavior = StealthUpdate ModuleTag_09 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES ; Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -12695,10 +12695,10 @@ Object Slth_GLAInfantryStingerSoldier SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_StingerSoldierDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -12737,8 +12737,8 @@ Object Slth_GLAInfantryStingerSoldier GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -12766,7 +12766,7 @@ Object Slth_GLAInfantryTerrorist OkToChangeModelColor = YES DefaultConditionState Model = UITRST_SKN - IdleAnimation = UITRST_SKL.UITRST_STA 0 25 + IdleAnimation = UITRST_SKL.UITRST_STA 0.0 25 ; Regular spice animations IdleAnimation = UITRST_SKL.UITRST_IDA IdleAnimation = UITRST_SKL.UITRST_IDB @@ -12798,7 +12798,7 @@ Object Slth_GLAInfantryTerrorist AliasConditionState = PARACHUTING DYING ConditionState = MOVING - Animation = UITRST_SKL.UITRST_RNA 15 + Animation = UITRST_SKL.UITRST_RNA 15.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -12807,7 +12807,7 @@ Object Slth_GLAInfantryTerrorist AliasConditionState = MOVING REALLYDAMAGED ConditionState = ATTACKING MOVING - Animation = UITRST_SKL.UITRST_RNB 10 + Animation = UITRST_SKL.UITRST_RNB 10.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -12878,8 +12878,8 @@ Object Slth_GLAInfantryTerrorist Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = Slth_GLABarracks End @@ -12973,10 +12973,10 @@ Object Slth_GLAInfantryTerrorist SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 DeathWeapon = SuicideDynamitePack @@ -12996,8 +12996,8 @@ Object Slth_GLAInfantryTerrorist GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13059,8 +13059,8 @@ Object Slth_GLAInfantryAngryMobNexus BuildCost = 800 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; it can scout for the spawn - ShroudClearingRange = 0 + VisionRange = 150.0 ; it can scout for the spawn + ShroudClearingRange = 0.0 Prerequisites Object = Slth_GLABarracks @@ -13171,10 +13171,10 @@ Object Slth_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 - IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0.0 12 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0.0 5 + IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -13250,9 +13250,9 @@ Object Slth_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB01_SKN - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 - IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0.0 6 + IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0.0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -13395,8 +13395,8 @@ Object Slth_GLAInfantryAngryMobPistol01 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Slth_GLABarracks End @@ -13471,10 +13471,10 @@ Object Slth_GLAInfantryAngryMobPistol01 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabMaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior DeathTag_04 DeathTypes = NONE +BURNED @@ -13512,8 +13512,8 @@ Object Slth_GLAInfantryAngryMobPistol01 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13532,10 +13532,10 @@ Object Slth_GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -13610,9 +13610,9 @@ Object Slth_GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0 6 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0.0 6 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0.0 6 IdleAnimation = UIMOB02_SKL.UIMOB02_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -13720,8 +13720,8 @@ Object Slth_GLAInfantryAngryMobRock02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Slth_GLABarracks End @@ -13796,10 +13796,10 @@ Object Slth_GLAInfantryAngryMobRock02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabFemaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -13837,8 +13837,8 @@ Object Slth_GLAInfantryAngryMobRock02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -13859,10 +13859,10 @@ ObjectReskin Slth_GLAInfantryAngryMobPistol03 Slth_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 - IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0.0 12 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0.0 5 + IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -13940,9 +13940,9 @@ ObjectReskin Slth_GLAInfantryAngryMobPistol03 Slth_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB03_SKN - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 - IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0.0 6 + IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0.0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -14095,10 +14095,10 @@ ObjectReskin Slth_GLAInfantryAngryMobRock04 Slth_GLAInfantryAngryMobRock02 DefaultConditionState Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0 12 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0 5 - IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0.0 12 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0.0 5 + IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -14180,9 +14180,9 @@ ObjectReskin Slth_GLAInfantryAngryMobRock04 Slth_GLAInfantryAngryMobRock02 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB04_SKN - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0 6 - IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0.0 6 + IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0.0 6 IdleAnimation = UIMOB04_SKL.UIMOB04_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -14295,10 +14295,10 @@ ObjectReskin Slth_GLAInfantryAngryMobPistol05 Slth_GLAInfantryAngryMobPistol01 DefaultConditionState ; Idle with pistol holstered Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 - IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0.0 12 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0.0 5 + IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0.0 5 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_A @@ -14374,9 +14374,9 @@ ObjectReskin Slth_GLAInfantryAngryMobPistol05 Slth_GLAInfantryAngryMobPistol01 ConditionState = WEAPONSET_PLAYER_UPGRADE ; Idle with AK Slung Model = UIMOB05_SKN - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 - IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0.0 6 + IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0.0 6 IdleAnimation = UIMOB05_SKL.UIMOB05_STD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 @@ -14533,10 +14533,10 @@ Object Slth_GLAInfantryAngryMobMolotov02 DefaultConditionState Model = UIMOB02_SKN - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 - IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 - IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0.0 12 + IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0.0 5 + IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0.0 12 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 TransitionKey = TRANS_STAND_B @@ -14642,8 +14642,8 @@ Object Slth_GLAInfantryAngryMobMolotov02 DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = Slth_GLABarracks @@ -14719,10 +14719,10 @@ Object Slth_GLAInfantryAngryMobMolotov02 SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_CivilianArabFemaleDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -14760,8 +14760,8 @@ Object Slth_GLAInfantryAngryMobMolotov02 GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -14792,7 +14792,7 @@ Object Slth_GLAInfantryHijacker DefaultConditionState Model = UIHJCK_SKN - IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 + IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0.0 25 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA IdleAnimation = UIHJCK_SKL.UIHJCK_IDB AnimationMode = ONCE @@ -14875,8 +14875,8 @@ Object Slth_GLAInfantryHijacker DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Slth_GLABarracks End @@ -14919,7 +14919,7 @@ Object Slth_GLAInfantryHijacker Behavior = StealthUpdate ModuleTag_02 StealthDelay = 500 ; half-second delay before stealthy StealthForbiddenConditions = NONE ; MOVING ; only stealthy while stationary - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -14974,10 +14974,10 @@ Object Slth_GLAInfantryHijacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HijackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -15016,8 +15016,8 @@ Object Slth_GLAInfantryHijacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -15045,14 +15045,14 @@ Object Slth_GLAInfantryWorker DefaultConditionState Model = UIWRKR_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -15074,7 +15074,7 @@ Object Slth_GLAInfantryWorker ConditionState = MOVING ATTACKING ShowSubObject = MINED_SKIN - Animation = UIWRKR_SKL.UIWRKR_MSW 50 + Animation = UIWRKR_SKL.UIWRKR_MSW 50.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_MetalDetector_Moving @@ -15150,7 +15150,7 @@ Object Slth_GLAInfantryWorker ConditionState = MOVING CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARY 12 + Animation = UIWRKR_SKL.UIWRKR_CARY 12.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -15164,7 +15164,7 @@ Object Slth_GLAInfantryWorker ConditionState = CARRYING ShowSubObject = BOX - Animation = UIWRKR_SKL.UIWRKR_CARST 30 + Animation = UIWRKR_SKL.UIWRKR_CARST 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Carry @@ -15254,8 +15254,8 @@ Object Slth_GLAInfantryWorker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 ; Prerequisites ; Object = Slth_GLABarracks GLASupplyStash ; commented out, or else you can't build via Con Yard as a Dozer. ; End @@ -15296,13 +15296,13 @@ Object Slth_GLAInfantryWorker Behavior = WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 UpgradedSupplyBoost = 8 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ; 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ; 400 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES @@ -15341,10 +15341,10 @@ Object Slth_GLAInfantryWorker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_WorkerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -15407,8 +15407,8 @@ Object Slth_GLAInfantryWorker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -15440,14 +15440,14 @@ Object Slth_GLAInfantrySaboteur ; standing DefaultConditionState Model = UISabotr_SKN - IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 + IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0.0 9 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING - Animation = UIWRKR_SKL.UIWRKR_RNA 16 + Animation = UIWRKR_SKL.UIWRKR_RNA 16.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Moving @@ -15495,8 +15495,8 @@ Object Slth_GLAInfantrySaboteur Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer End @@ -15603,10 +15603,10 @@ Object Slth_GLAInfantrySaboteur SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -15662,8 +15662,8 @@ Object Slth_GLAInfantrySaboteur GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -15848,8 +15848,8 @@ Object Slth_GLATankScorpion End BuildCost = 600 BuildTime = 7.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer End @@ -15887,14 +15887,14 @@ Object Slth_GLATankScorpion ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 740 + SubdualDamageCap = 740.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End @@ -15961,7 +15961,7 @@ Object Slth_GLATankScorpion GeometryHeight = 10.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16073,8 +16073,8 @@ Object Slth_GLAVehicleRocketBuggy End BuildCost = 900 BuildTime = 10.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer Object = Slth_GLAPalace @@ -16113,18 +16113,18 @@ Object Slth_GLAVehicleRocketBuggy KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 120 - InitialHealth = 120 + MaxHealth = 120.0 + InitialHealth = 120.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 240 + SubdualDamageCap = 240.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 90 + TurretTurnRate = 90.0 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -16191,7 +16191,7 @@ Object Slth_GLAVehicleRocketBuggy GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -16870,8 +16870,8 @@ Object Slth_GLAVehicleCombatBike End BuildCost = 550 BuildTime = 4.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer End @@ -16910,19 +16910,19 @@ Object Slth_GLAVehicleCombatBike KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER Body = ActiveBody ModuleTag_02 - MaxHealth = 100 - InitialHealth = 100 + MaxHealth = 100.0 + InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 0 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 + TurretTurnRate = 0.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = NO @@ -17057,7 +17057,7 @@ Object Slth_GLAVehicleCombatBike Slots = 1 InitialPayload = Slth_GLAInfantryRebel 1 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 0 + HealthRegen%PerSec = 0.0 DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY @@ -17098,7 +17098,7 @@ Object Slth_GLAVehicleCombatBike GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17259,7 +17259,7 @@ Object Slth_GLAVehicleQuadCannon LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This unit doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This unit doesn't power-slide. End ; *** DESIGN Parameters *** @@ -17289,8 +17289,8 @@ Object Slth_GLAVehicleQuadCannon End BuildCost = 700 BuildTime = 6.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer End @@ -17335,15 +17335,15 @@ Object Slth_GLAVehicleQuadCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 440 + SubdualDamageCap = 440.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 - TurretPitchRate = 360 + TurretTurnRate = 360.0 + TurretPitchRate = 360.0 AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -17411,7 +17411,7 @@ Object Slth_GLAVehicleQuadCannon GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17605,7 +17605,7 @@ Object Slth_GLAVehicleToxinTruck RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray @@ -17662,8 +17662,8 @@ Object Slth_GLAVehicleToxinTruck End BuildCost = 600 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Slth_GLAArmsDealer End @@ -17706,19 +17706,19 @@ Object Slth_GLAVehicleToxinTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = YES Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 8 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 8.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn ControlledWeaponSlots = PRIMARY End @@ -17807,7 +17807,7 @@ Object Slth_GLAVehicleToxinTruck GeometryHeight = 10.0 ; set to make the projectile stream look right GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -17881,8 +17881,8 @@ Object Slth_GLAVehicleBombTruck End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = Slth_GLAArmsDealer Object = Slth_GLAPalace @@ -17921,9 +17921,9 @@ Object Slth_GLAVehicleBombTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 440 + SubdualDamageCap = 440.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level @@ -18165,7 +18165,7 @@ Object Slth_GLAVehicleBombTruck GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18339,8 +18339,8 @@ Object Slth_GLAVehicleScudLauncher End BuildCost = 1200 BuildTime = 15.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 300 + VisionRange = 180.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer Object = Slth_GLAPalace @@ -18384,16 +18384,16 @@ Object Slth_GLAVehicleScudLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 90 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 90.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY SECONDARY End @@ -18469,7 +18469,7 @@ Object Slth_GLAVehicleScudLauncher GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18565,9 +18565,9 @@ Object Slth_GLAVehicleTechnicalChassisOne DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -18629,7 +18629,7 @@ Object Slth_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -18696,7 +18696,7 @@ Object Slth_GLAVehicleTechnicalChassisOne ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -18784,8 +18784,8 @@ Object Slth_GLAVehicleTechnicalChassisOne ; update cost and time fields in Object GLAVehicleTechnical, or else they won't work ; BuildCost = 300 ; BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer End @@ -18830,21 +18830,21 @@ Object Slth_GLAVehicleTechnicalChassisOne End Body = ActiveBody ModuleTag_04 - MaxHealth = 180 - InitialHealth = 180 + MaxHealth = 180.0 + InitialHealth = 180.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_05 Turret - TurretTurnRate = 240 ; turn rate, in degrees/sec - NaturalTurretAngle = 0 - MinIdleScanAngle = 30 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + TurretTurnRate = 240.0 ; turn rate, in degrees/sec + NaturalTurretAngle = 0.0 + MinIdleScanAngle = 30.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY @@ -18918,7 +18918,7 @@ Object Slth_GLAVehicleTechnicalChassisOne GeometryHeight = 7.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -18966,9 +18966,9 @@ ObjectReskin Slth_GLAVehicleTechnicalChassisTwo Slth_GLAVehicleTechnicalChassisO DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19030,7 +19030,7 @@ ObjectReskin Slth_GLAVehicleTechnicalChassisTwo Slth_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19098,7 +19098,7 @@ ObjectReskin Slth_GLAVehicleTechnicalChassisTwo Slth_GLAVehicleTechnicalChassisO ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19218,9 +19218,9 @@ ObjectReskin Slth_GLAVehicleTechnicalChassisThree Slth_GLAVehicleTechnicalChassi DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR - TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward + TurretArtAngle = 180.0 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19282,7 +19282,7 @@ ObjectReskin Slth_GLAVehicleTechnicalChassisThree Slth_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_ONE ConditionState = WEAPONSET_CRATEUPGRADE_ONE - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19349,7 +19349,7 @@ ObjectReskin Slth_GLAVehicleTechnicalChassisThree Slth_GLAVehicleTechnicalChassi ; Technical with WEAPONSET_CRATEUPGRADE_TWO ConditionState = WEAPONSET_CRATEUPGRADE_TWO - IdleAnimation = UITech_SKL.UITech_STA 0 6 + IdleAnimation = UITech_SKL.UITech_STA 0.0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE @@ -19581,8 +19581,8 @@ Object Slth_GLATankMarauder End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 125 - ShroudClearingRange = 300 + VisionRange = 125.0 + ShroudClearingRange = 300.0 Prerequisites Object = Slth_GLAArmsDealer Science = SCIENCE_MarauderTank @@ -19623,9 +19623,9 @@ Object Slth_GLATankMarauder ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 860 + SubdualDamageCap = 860.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -19682,7 +19682,7 @@ Object Slth_GLATankMarauder GeometryHeight = 9.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -19747,8 +19747,8 @@ Object Slth_GLAVehicleRadarVan End BuildCost = 500 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 500 + VisionRange = 200.0 + ShroudClearingRange = 500.0 Prerequisites Object = Slth_GLAArmsDealer End @@ -19781,14 +19781,14 @@ Object Slth_GLAVehicleRadarVan KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL Body = ActiveBody ModuleTag_02 - MaxHealth = 200 - InitialHealth = 200 + MaxHealth = 200.0 + InitialHealth = 200.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 400 + SubdualDamageCap = 400.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End ExperienceValue = 20 20 20 20 ; Experience point value at each level @@ -19821,7 +19821,7 @@ Object Slth_GLAVehicleRadarVan Behavior = AIUpdateInterface ModuleTag_09 Turret - TurretTurnRate = 100 + TurretTurnRate = 100.0 ControlledWeaponSlots = PRIMARY End End @@ -19860,7 +19860,7 @@ Object Slth_GLAVehicleRadarVan Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 250 ; Dustin, enable this for independent balancing! + DetectionRange = 250.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -19886,7 +19886,7 @@ Object Slth_GLAVehicleRadarVan GeometryHeight = 12.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20040,7 +20040,7 @@ Object Slth_GLAVehicleBattleBus PowerslideSpray = RocketBuggyDirtPowerSlide End - PlacementViewAngle = 180 + PlacementViewAngle = 180.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:BattleBus Side = GLAStealthGeneral @@ -20092,8 +20092,8 @@ Object Slth_GLAVehicleBattleBus BuildCost = 1000 BuildTime = 15.0 ; in seconds - VisionRange = 150 ; Used in attack-move targeting - ShroudClearingRange = 200 + VisionRange = 150.0 ; Used in attack-move targeting + ShroudClearingRange = 200.0 Prerequisites Object = Slth_GLAArmsDealer Object = Slth_GLAPalace @@ -20134,9 +20134,9 @@ Object Slth_GLAVehicleBattleBus ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 750 + SubdualDamageCap = 750.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End IsTrainable = NO @@ -20194,9 +20194,9 @@ Object Slth_GLAVehicleBattleBus ; Module 11 cut. ; Behavior = HordeUpdate ModuleTag_11 - ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + ; RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman ; UpdateRate = 1000 ; how often to recheck horde status (msec) - ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + ; Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) ; AlliesOnly = YES ; do we only count allies towards horde status? ; ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) ; Count = 5 ; how many units must be within Radius to grant us horde-ness @@ -20245,7 +20245,7 @@ Object Slth_GLAVehicleBattleBus GeometryHeight = 11.5 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End diff --git a/GeneralsZH/Data/INI/Object/SuperWeaponGeneral.ini b/GeneralsZH/Data/INI/Object/SuperWeaponGeneral.ini index aa25af8..24f0c2e 100644 --- a/GeneralsZH/Data/INI/Object/SuperWeaponGeneral.ini +++ b/GeneralsZH/Data/INI/Object/SuperWeaponGeneral.ini @@ -127,8 +127,8 @@ Object SupW_AmericaVehiclePointDefenseDrone BuildCost = 200 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 ExperienceValue = 10 10 10 10 ; Experience point value at each level IsTrainable = NO @@ -153,9 +153,9 @@ Object SupW_AmericaVehiclePointDefenseDrone Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 - MinPhysicalPitch = -75 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 + MinPhysicalPitch = -75.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -225,12 +225,12 @@ Object SupW_AmericaVehiclePointDefenseDrone End Geometry = CYLINDER - GeometryMajorRadius = 5 - GeometryMinorRadius = 5 + GeometryMajorRadius = 5.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -266,7 +266,7 @@ Object SupW_NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -284,18 +284,18 @@ Object SupW_NeutronMissile End Behavior = NeutronMissileUpdate ModuleTag_03 - DistanceToTravelBeforeTurning = 500 ; goes straight up a long ways first - MaxTurnRate = 9000 ; huge, since it turns off-camera + DistanceToTravelBeforeTurning = 500.0 ; goes straight up a long ways first + MaxTurnRate = 9000.0 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition - TargetFromDirectlyAbove = 500 ; aim for an intermediate spot directly above the target, so we come straight down onto it - SpecialAccelFactor = 1 + TargetFromDirectlyAbove = 500.0 ; aim for an intermediate spot directly above the target, so we come straight down onto it + SpecialAccelFactor = 1.0 SpecialSpeedTime = 1500 - SpecialSpeedHeight = 160 + SpecialSpeedHeight = 160.0 SpecialJitterDistance = 0.4 - DeliveryDecalRadius = 210 + DeliveryDecalRadius = 210.0 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL @@ -321,12 +321,12 @@ Object SupW_NeutronMissile Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 DestructionDelay = 3501 - ScorchMarkSize = 320 + ScorchMarkSize = 320.0 FXList = SupW_FX_Nuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -335,8 +335,8 @@ Object SupW_NeutronMissile Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -345,8 +345,8 @@ Object SupW_NeutronMissile Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -355,8 +355,8 @@ Object SupW_NeutronMissile Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -365,8 +365,8 @@ Object SupW_NeutronMissile Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -375,8 +375,8 @@ Object SupW_NeutronMissile Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ; damage within inner radius of the blast @@ -385,18 +385,18 @@ Object SupW_NeutronMissile Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage ; OCL = MIDPOINT OCL_NukeRadiationField @@ -617,7 +617,7 @@ Object SupW_AmericaJetSpectreGunship Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = SupW_AmericaAirfield End @@ -710,14 +710,14 @@ Object SupW_AmericaJetSpectreGunship SpecialPowerTemplate = SuperweaponSpectreGunship HowitzerWeaponTemplate = SpectreHowitzerGun GattlingTemplateName = SpectreGunshipGattlingCannon - RandomOffsetForHowitzer = 20 - TargetingReticleRadius = 25 + RandomOffsetForHowitzer = 20.0 + TargetingReticleRadius = 25.0 OrbitInsertionSlope = 0.7 ; steepness of orbit entry - GunshipOrbitRadius = 250 + GunshipOrbitRadius = 250.0 HowitzerFiringRate = 300 ; how long between each attempted shot of the howitzer HowitzerFollowLag = 400 ; 600 ; how long after the gattling gun acquires the target can the howitzer shoot the same target - StrafingIncrement = 20 ; how far apart is each shot of the gattling gun as it strafes - AttackAreaRadius = 200 + StrafingIncrement = 20.0 ; how far apart is each shot of the gattling gun as it strafes + AttackAreaRadius = 200.0 OrbitTime = 15000 ; 20000 ; 32000 ; thirty-two seconds AttackAreaDecal @@ -788,7 +788,7 @@ Object SupW_AmericaJetSpectreGunship GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -824,7 +824,7 @@ Object SupW_SpectreGunshipGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -843,8 +843,8 @@ Object SupW_SpectreGunshipGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 160 ; turn rate, in degrees/sec - TurretPitchRate = 160 + TurretTurnRate = 160.0 ; turn rate, in degrees/sec + TurretPitchRate = 160.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = NO @@ -894,7 +894,7 @@ Object SupW_SpectreGunshipHowitzer Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -913,8 +913,8 @@ Object SupW_SpectreGunshipHowitzer Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = NO @@ -1043,7 +1043,7 @@ Object SupW_AmericaJetRaptor Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 Prerequisites Object = SupW_AmericaAirfield End @@ -1065,7 +1065,7 @@ Object SupW_AmericaJetRaptor BuildCost = 1400 - BuildTime = 20 + BuildTime = 20.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -1165,8 +1165,8 @@ Object SupW_AmericaJetRaptor ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 5.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -1185,7 +1185,7 @@ Object SupW_AmericaJetRaptor GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1340,10 +1340,10 @@ Object SupW_AmericaJetB52 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -1352,7 +1352,7 @@ Object SupW_AmericaJetB52 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -1364,7 +1364,7 @@ Object SupW_AmericaJetB52 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -1406,7 +1406,7 @@ Object SupW_AmericaJetB52 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1511,7 +1511,7 @@ Object SupW_AmericaJetAurora Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = SupW_AmericaAirfield Object = SupW_AmericaStrategyCenter @@ -1605,7 +1605,7 @@ Object SupW_AmericaJetAurora ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode AttackLocomotorType = SET_SUPERSONIC AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately @@ -1655,7 +1655,7 @@ Object SupW_AmericaJetAurora GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1845,7 +1845,7 @@ Object SupW_AmericaJetStealthFighter ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -1905,7 +1905,7 @@ Object SupW_AmericaJetStealthFighter GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1978,7 +1978,7 @@ Object SupW_AmericaVehicleComanche Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 Prerequisites Object = SupW_AmericaAirfield End @@ -2021,7 +2021,7 @@ Object SupW_AmericaVehicleComanche DamageFX = NONE End BuildCost = 1800 - BuildTime = 20 ; in seconds + BuildTime = 20.0 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -2069,7 +2069,7 @@ Object SupW_AmericaVehicleComanche End Behavior = JetAIUpdate ModuleTag_06 - MinHeight = 5 + MinHeight = 5.0 NeedsRunway = NO KeepsParkingSpaceWhenAirborne = NO AutoAcquireEnemiesWhenIdle = YES @@ -2080,8 +2080,8 @@ Object SupW_AmericaVehicleComanche ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret - TurretTurnRate = 0 ; this "turret" does not turn - TurretPitchRate = 0 ; nor does it pitch + TurretTurnRate = 0.0 ; this "turret" does not turn + TurretPitchRate = 0.0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End @@ -2097,15 +2097,15 @@ Object SupW_AmericaVehicleComanche SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -2120,7 +2120,7 @@ Object SupW_AmericaVehicleComanche OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 1500 + DelayFromGroundToFinalDeath = 1500.0 FinalRubbleObject = ComancheRubbleHull End @@ -2160,7 +2160,7 @@ Object SupW_AmericaVehicleComanche GeometryHeight = 25.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2213,7 +2213,7 @@ Object SupW_AmericaJetA10Thunderbolt Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = SupW_AmericaAirfield End @@ -2328,7 +2328,7 @@ Object SupW_AmericaJetA10Thunderbolt GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2428,7 +2428,7 @@ Object SupW_AmericaVehicleChinook Side = AmericaSuperWeaponGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 1200 BuildTime = 10.0 ; in seconds Prerequisites @@ -2485,7 +2485,7 @@ Object SupW_AmericaVehicleChinook MaxBoxes = 8 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another @@ -2495,12 +2495,12 @@ Object SupW_AmericaVehicleChinook PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 - RopeWobbleLen = 10 + RopeWobbleLen = 10.0 RopeWobbleAmplitude = 0.25 - RopeWobbleRate = 180 - RopeFinalHeight = 10 ; stop this far above ground - RappelSpeed = 30 - MinDropHeight = 40 ; if dropping into a tall building, go at least this far above it + RopeWobbleRate = 180.0 + RopeFinalHeight = 10.0 ; stop this far above ground + RappelSpeed = 30.0 + MinDropHeight = 40.0 ; if dropping into a tall building, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when Supply Lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor @@ -2522,15 +2522,15 @@ Object SupW_AmericaVehicleChinook SpiralOrbitTurnRate = 140.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 190.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop - MinSelfSpin = 100 ; in degrees/sec - MaxSelfSpin = 300 ; in degrees/sec - SelfSpinUpdateDelay = 100 ; in milliseconds - SelfSpinUpdateAmount = 10 ; in degrees + MinSelfSpin = 100.0 ; in degrees/sec + MaxSelfSpin = 300.0 ; in degrees/sec + SelfSpinUpdateDelay = 100.0 ; in milliseconds + SelfSpinUpdateAmount = 10.0 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1500 ; in milliseconds - MaxBladeFlyOffDelay = 1500 ; in milliseconds + MinBladeFlyOffDelay = 1500.0 ; in milliseconds + MaxBladeFlyOffDelay = 1500.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades @@ -2541,7 +2541,7 @@ Object SupW_AmericaVehicleChinook OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = ChinookRubbleHull End @@ -2557,7 +2557,7 @@ Object SupW_AmericaVehicleChinook GeometryHeight = 12.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2722,10 +2722,10 @@ Object SupW_AmericaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 1000 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -2734,7 +2734,7 @@ Object SupW_AmericaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE ; gs I added PARACHUTABLE as a catch-all to prevent making new KindOfs (like CRATE) @@ -2747,7 +2747,7 @@ Object SupW_AmericaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -2793,7 +2793,7 @@ Object SupW_AmericaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2843,7 +2843,7 @@ Object SupW_AmericaInfantryColonelBurton ; idle DefaultConditionState Model = AIHERO_SKN - IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 + IdleAnimation = AIHERO_SKL.AIHERO_STA 0.0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE @@ -2857,7 +2857,7 @@ Object SupW_AmericaInfantryColonelBurton ; injured idle ConditionState = REALLYDAMAGED - IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30 + IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0.0 30 IdleAnimation = AIHERO_SKL.AIHERO_IIDA IdleAnimation = AIHERO_SKL.AIHERO_IIDB AnimationMode = ONCE @@ -2872,7 +2872,7 @@ Object SupW_AmericaInfantryColonelBurton ; moving ConditionState = MOVING - Animation = AIHERO_SKL.AIHERO_RNA 26 + Animation = AIHERO_SKL.AIHERO_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking @@ -2888,7 +2888,7 @@ Object SupW_AmericaInfantryColonelBurton ; injured moving ConditionState = MOVING REALLYDAMAGED - Animation = AIHERO_SKL.AIHERO_IRNA 26 + Animation = AIHERO_SKL.AIHERO_IRNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_WalkingInjured @@ -3138,8 +3138,8 @@ Object SupW_AmericaInfantryColonelBurton Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 Prerequisites Object = SupW_AmericaBarracks Object = SupW_AmericaStrategyCenter @@ -3195,7 +3195,7 @@ Object SupW_AmericaInfantryColonelBurton Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -3298,10 +3298,10 @@ Object SupW_AmericaInfantryColonelBurton SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_ColonelBurtonDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3340,8 +3340,8 @@ Object SupW_AmericaInfantryColonelBurton GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3377,7 +3377,7 @@ Object SupW_AmericaInfantryRanger ; Idle DefaultConditionState Model = AIRngr_SKN - IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STA 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDA IdleAnimation = AIRngr_SKL.AIRngr_IDB AnimationMode = ONCE @@ -3390,7 +3390,7 @@ Object SupW_AmericaInfantryRanger End ConditionState = REALLYDAMAGED - IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35 + IdleAnimation = AIRngr_SKL.AIRngr_STB 0.0 35 IdleAnimation = AIRngr_SKL.AIRngr_IDC IdleAnimation = AIRngr_SKL.AIRngr_IDD AnimationMode = ONCE @@ -3423,25 +3423,25 @@ Object SupW_AmericaInfantryRanger TransitionState = TRANS_Stand TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATAST AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringA TRANS_Stand Animation = AIRngr_SKL.AIRngr_ATAED AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_StandInjured TRANS_FiringAInjured Animation = AIRngr_SKL.AIRngr_S2WAA AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringAInjured TRANS_StandInjured Animation = AIRngr_SKL.AIRngr_WAA2S AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_Stand TRANS_Move @@ -3523,19 +3523,19 @@ Object SupW_AmericaInfantryRanger TransitionState = TRANS_FiringA TRANS_FiringB Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End TransitionState = TRANS_FiringB TRANS_FiringA Animation = AIRngr_SKL.AIRngr_ATA2AB AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 4 + AnimationSpeedFactorRange = 4.0 4.0 End ; moving ConditionState = MOVING - Animation = AIRngr_SKL.AIRngr_RNA 30 + Animation = AIRngr_SKL.AIRngr_RNA 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -3544,7 +3544,7 @@ Object SupW_AmericaInfantryRanger AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = AIRngr_SKL.AIRngr_RNB 30 + Animation = AIRngr_SKL.AIRngr_RNB 30.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move @@ -3701,8 +3701,8 @@ Object SupW_AmericaInfantryRanger Armor = ChemSuitHumanArmor DamageFX = NONE End - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = SupW_AmericaBarracks End @@ -3759,7 +3759,7 @@ Object SupW_AmericaInfantryRanger Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -3806,10 +3806,10 @@ Object SupW_AmericaInfantryRanger SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RangerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -3883,8 +3883,8 @@ Object SupW_AmericaInfantryRanger GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -3921,7 +3921,7 @@ Object SupW_AmericaInfantryMissileDefender DefaultConditionState Model = NITHNT_SKN - IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 + IdleAnimation = NITHNT_SKL.NITHNT_STA 0.0 30 IdleAnimation = NITHNT_SKL.NITHNT_IDA IdleAnimation = NITHNT_SKL.NITHNT_IDB AnimationMode = ONCE @@ -3955,7 +3955,7 @@ Object SupW_AmericaInfantryMissileDefender AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = MOVING - Animation = NITHNT_SKL.NITHNT_RNA 20 + Animation = NITHNT_SKL.NITHNT_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -3964,7 +3964,7 @@ Object SupW_AmericaInfantryMissileDefender AliasConditionState = MOVING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NITHNT_SKL.NITHNT_ATA 10 + Animation = NITHNT_SKL.NITHNT_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -4051,8 +4051,8 @@ Object SupW_AmericaInfantryMissileDefender DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = SupW_AmericaBarracks @@ -4105,7 +4105,7 @@ Object SupW_AmericaInfantryMissileDefender Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -4163,10 +4163,10 @@ Object SupW_AmericaInfantryMissileDefender SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -4205,8 +4205,8 @@ Object SupW_AmericaInfantryMissileDefender GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4231,7 +4231,7 @@ Object SupW_AmericaInfantryPilot DefaultConditionState Model = AIRPlt_SKN - IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0 20 + IdleAnimation = AIRPlt_SKL.AIRPlt_STA 0.0 20 IdleAnimation = AIRPlt_SKL.AIRPlt_IDA IdleAnimation = AIRPlt_SKL.AIRPlt_IDB AnimationMode = ONCE @@ -4320,8 +4320,8 @@ Object SupW_AmericaInfantryPilot DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 CrushableLevel = 0 ; What am I?: 0 == infantry, 1 == trees, 2 == general vehicles ; *** AUDIO Parameters *** @@ -4365,14 +4365,14 @@ Object SupW_AmericaInfantryPilot Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Behavior = PilotFindVehicleUpdate ModuleTag_07 ; This update will have the unit go to a vehicle. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy. End @@ -4413,10 +4413,10 @@ Object SupW_AmericaInfantryPilot SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PilotDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -4455,8 +4455,8 @@ Object SupW_AmericaInfantryPilot GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4491,7 +4491,7 @@ Object SupW_AmericaInfantryPathfinder AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = AIPFDR_SKL.AIPFDR_RNA 25 + Animation = AIPFDR_SKL.AIPFDR_RNA 25.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing @@ -4591,8 +4591,8 @@ Object SupW_AmericaInfantryPathfinder Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End - VisionRange = 200 - ShroudClearingRange = 400 + VisionRange = 200.0 + ShroudClearingRange = 400.0 Prerequisites Object = SupW_AmericaBarracks Science = SCIENCE_Pathfinder @@ -4644,7 +4644,7 @@ Object SupW_AmericaInfantryPathfinder Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. - ScanRange = 300 + ScanRange = 300.0 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End @@ -4671,7 +4671,7 @@ Object SupW_AmericaInfantryPathfinder FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec - MoveThresholdSpeed = 3 + MoveThresholdSpeed = 3.0 InnateStealth = YES OrderIdleEnemiesToAttackMeUponReveal = YES End @@ -4702,10 +4702,10 @@ Object SupW_AmericaInfantryPathfinder SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_PathfinderDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -4744,8 +4744,8 @@ Object SupW_AmericaInfantryPathfinder GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -4925,8 +4925,8 @@ Object SupW_AmericaVehicleHumvee End BuildCost = 850 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 320 + VisionRange = 150.0 + ShroudClearingRange = 320.0 Prerequisites Object = SupW_AmericaWarFactory End @@ -4974,13 +4974,13 @@ Object SupW_AmericaVehicleHumvee ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 180 + TurretTurnRate = 180.0 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End @@ -5089,7 +5089,7 @@ Object SupW_AmericaVehicleHumvee GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5147,8 +5147,8 @@ Object SupW_AmericaVehicleTomahawk TransportSlotCount = 3 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1400 BuildTime = 20.0 ; in seconds - VisionRange = 180 - ShroudClearingRange = 200 + VisionRange = 180.0 + ShroudClearingRange = 200.0 Prerequisites Object = SupW_AmericaWarFactory Object = SupW_AmericaStrategyCenter @@ -5199,16 +5199,16 @@ Object SupW_AmericaVehicleTomahawk ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 360 + SubdualDamageCap = 360.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 - FirePitch = 70 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 + FirePitch = 70.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -5303,7 +5303,7 @@ Object SupW_AmericaVehicleTomahawk GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5392,8 +5392,8 @@ Object SupW_AmericaVehicleMedic End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 400 + VisionRange = 100.0 + ShroudClearingRange = 400.0 Prerequisites Object = SupW_AmericaWarFactory End @@ -5436,9 +5436,9 @@ Object SupW_AmericaVehicleMedic ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = CleanupHazardUpdate ModuleTag_03 @@ -5457,11 +5457,11 @@ Object SupW_AmericaVehicleMedic Behavior = TransportAIUpdate ModuleTag_05 AutoAcquireEnemiesWhenIdle = NO ; CleanupHazardUpdate handles this... Turret - TurretTurnRate = 180 - TurretPitchRate = 180 + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 AllowsPitch = YES - MinPhysicalPitch = -20 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) - TurretFireAngleSweep = PRIMARY 25 + MinPhysicalPitch = -20.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretFireAngleSweep = PRIMARY 25.0 ControlledWeaponSlots = PRIMARY End End @@ -5469,7 +5469,7 @@ Object SupW_AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 - HealthRegen%PerSec = 25 + HealthRegen%PerSec = 25.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES @@ -5666,8 +5666,8 @@ Object SupW_AmericaVehicleBattleDrone BuildCost = 200 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 150 + VisionRange = 150.0 + ShroudClearingRange = 150.0 Prerequisites Object = SupW_AmericaWarFactory End @@ -5695,9 +5695,9 @@ Object SupW_AmericaVehicleBattleDrone Behavior = AIUpdateInterface ModuleTag_04 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 - MinPhysicalPitch = -75 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 + MinPhysicalPitch = -75.0 ; If pitching is allowed, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = YES ControlledWeaponSlots = PRIMARY End @@ -5769,12 +5769,12 @@ Object SupW_AmericaVehicleBattleDrone End Geometry = CYLINDER - GeometryMajorRadius = 5 - GeometryMinorRadius = 5 + GeometryMajorRadius = 5.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5820,8 +5820,8 @@ Object SupW_AmericaVehicleScoutDrone End BuildCost = 100 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 500 + VisionRange = 150.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -5848,7 +5848,7 @@ Object SupW_AmericaVehicleScoutDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -5919,7 +5919,7 @@ Object SupW_AmericaVehicleScoutDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -5961,8 +5961,8 @@ Object SupW_AmericaVehicleHellfireDrone End BuildCost = 500 BuildTime = 5.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 500 + VisionRange = 100.0 + ShroudClearingRange = 500.0 IsTrainable = NO ; Can gain experience ; *** AUDIO Parameters *** @@ -5988,8 +5988,8 @@ Object SupW_AmericaVehicleHellfireDrone Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 360 ; turn rate, in degrees/sec - TurretPitchRate = 360 ; turn rate, in degrees/sec + TurretTurnRate = 360.0 ; turn rate, in degrees/sec + TurretPitchRate = 360.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -6052,7 +6052,7 @@ Object SupW_AmericaVehicleHellfireDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6093,8 +6093,8 @@ Object SupW_AmericaVehicleSpyDrone Armor = AirplaneArmor DamageFX = SmallTankDamageFX End - VisionRange = 250 - ShroudClearingRange = 0 ; Dynamic range below + VisionRange = 250.0 + ShroudClearingRange = 0.0 ; Dynamic range below IsTrainable = NO ; *** AUDIO Parameters *** @@ -6186,7 +6186,7 @@ Object SupW_AmericaVehicleSpyDrone GeometryHeight = 3.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6249,8 +6249,8 @@ Object SupW_AmericaTankCrusader ; End BuildCost = 1100 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = SupW_AmericaWarFactory End @@ -6284,19 +6284,19 @@ Object SupW_AmericaTankCrusader KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 960 + SubdualDamageCap = 960.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -6404,7 +6404,7 @@ Object SupW_AmericaTankCrusader GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6483,7 +6483,7 @@ Object SupW_AmericaVehicleDozer RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. ParticlesAttachedToAnimatedBones = YES @@ -6499,8 +6499,8 @@ Object SupW_AmericaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 200 + VisionRange = 200.0 + ShroudClearingRange = 200.0 WeaponSet Conditions = NONE @@ -6549,14 +6549,14 @@ Object SupW_AmericaVehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -6619,7 +6619,7 @@ Object SupW_AmericaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6698,8 +6698,8 @@ Object SupW_AmericaTankPaladin ; End BuildCost = 1300 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = SupW_AmericaWarFactory Science = SCIENCE_PaladinTank @@ -6741,18 +6741,18 @@ Object SupW_AmericaTankPaladin ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 180 ; 60 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; 60 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End ; AltTurret - ; TurretTurnRate = 9000 + ; TurretTurnRate = 9000.0 ; ControlledWeaponSlots = SECONDARY ; End AutoAcquireEnemiesWhenIdle = YES @@ -6865,7 +6865,7 @@ Object SupW_AmericaTankPaladin GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6885,9 +6885,9 @@ Object SupW_AmericaVehicleSentryDrone Draw = W3DTankDraw ModuleTag_01 - InitialRecoilSpeed = 10 + InitialRecoilSpeed = 10.0 MaxRecoilDistance = 1.5 - RecoilSettleSpeed = 3 + RecoilSettleSpeed = 3.0 OkToChangeModelColor = YES @@ -6954,8 +6954,8 @@ Object SupW_AmericaVehicleSentryDrone End BuildCost = 1000 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 350 + VisionRange = 200.0 + ShroudClearingRange = 350.0 Prerequisites Object = SupW_AmericaWarFactory End @@ -6998,9 +6998,9 @@ Object SupW_AmericaVehicleSentryDrone ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = MaxHealthUpgrade ModuleTag_99 @@ -7011,18 +7011,18 @@ Object SupW_AmericaVehicleSentryDrone Behavior = DeployStyleAIUpdate ModuleTag_04 Turret - TurretTurnRate = 180 - TurretPitchRate = 180 - FirePitch = 0 ; Instead of aiming pitch-wise at the target, it will aim here + TurretTurnRate = 180.0 + TurretPitchRate = 180.0 + FirePitch = 0.0 ; Instead of aiming pitch-wise at the target, it will aim here AllowsPitch = NO RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY - NaturalTurretAngle = 0 + NaturalTurretAngle = 0.0 InitiallyDisabled = NO MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; STEALTHED ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 @@ -7081,7 +7081,7 @@ Object SupW_AmericaVehicleSentryDrone End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 225 ; Dustin, enable this for independent balancing! + DetectionRange = 225.0 ; Dustin, enable this for independent balancing! End Geometry = BOX GeometryMajorRadius = 9.0 @@ -7089,7 +7089,7 @@ Object SupW_AmericaVehicleSentryDrone GeometryHeight = 11.5 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -7130,7 +7130,7 @@ Object SupW_AmericaTankAvengerLaserTurret ; Separate turret object so it can att End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = AmericaSuperWeaponGeneral @@ -7147,7 +7147,7 @@ Object SupW_AmericaTankAvengerLaserTurret ; Separate turret object so it can att Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End - VisionRange = 0 + VisionRange = 0.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -7165,10 +7165,10 @@ Object SupW_AmericaTankAvengerLaserTurret ; Separate turret object so it can att Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 + NaturalTurretPitch = 45.0 End AutoAcquireEnemiesWhenIdle = YES MoodAttackCheckRate = 500 ; default is 2000 @@ -7184,7 +7184,7 @@ Object SupW_AmericaTankAvengerLaserTurret ; Separate turret object so it can att GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -7262,8 +7262,8 @@ Object SupW_AmericaTankAvenger End BuildCost = 2000 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = SupW_AmericaWarFactory ; Object = SupW_AmericaStrategyCenter @@ -7306,9 +7306,9 @@ Object SupW_AmericaTankAvenger ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -7438,7 +7438,7 @@ Object SupW_AmericaTankAvenger GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -7514,8 +7514,8 @@ Object SupW_AmericaTankMicrowave BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 200 - ShroudClearingRange = 300 + VisionRange = 200.0 + ShroudClearingRange = 300.0 Prerequisites Object = SupW_AmericaWarFactory Object = SupW_AmericaStrategyCenter @@ -7548,14 +7548,14 @@ Object SupW_AmericaTankMicrowave KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 - MaxHealth = 480 - InitialHealth = 480 + MaxHealth = 480.0 + InitialHealth = 480.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 960 + SubdualDamageCap = 960.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 @@ -7658,7 +7658,7 @@ Object SupW_AmericaTankMicrowave GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -8040,7 +8040,7 @@ Object SupW_AmericaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; Radar Extending Draw = W3DModelDraw ModuleTag_03 @@ -8685,7 +8685,7 @@ Object SupW_AmericaCommandCenter End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter @@ -8696,7 +8696,7 @@ Object SupW_AmericaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = SupW_AmericaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -8722,9 +8722,9 @@ Object SupW_AmericaCommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -8742,7 +8742,7 @@ Object SupW_AmericaCommandCenter ConstructionCompleteDuration = 1500 ; in milliseconds End Behavior = RadarUpdate ModuleTag_12 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X:-18.0 Y:35.0 Z:0.0 @@ -8856,7 +8856,7 @@ Object SupW_AmericaCommandCenter SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship3 GunshipTemplateName = AirF_AmericaJetSpectreGunship3 - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -8864,7 +8864,7 @@ Object SupW_AmericaCommandCenter SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship2 GunshipTemplateName = AirF_AmericaJetSpectreGunship2 - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -8872,7 +8872,7 @@ Object SupW_AmericaCommandCenter SpecialPowerTemplate = AirF_SuperweaponSpectreGunship RequiredScience = SCIENCE_SpectreGunship1 GunshipTemplateName = AirF_AmericaJetSpectreGunship1 - AttackAreaRadius = 200 + AttackAreaRadius = 200.0 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ; other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End @@ -8897,7 +8897,7 @@ Object SupW_AmericaCommandCenter GeometryMinorRadius = 70.0 GeometryHeight = 49.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -9632,7 +9632,7 @@ Object SupW_AmericaParticleCannonUplink End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ParticleCannon @@ -9645,9 +9645,9 @@ Object SupW_AmericaParticleCannonUplink BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -9677,9 +9677,9 @@ Object SupW_AmericaParticleCannonUplink ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = BaseRegenerateUpdate ModuleTag_07 ; @@ -9705,7 +9705,7 @@ Object SupW_AmericaParticleCannonUplink ; ***NOTE -- these values affect gameplay***** TotalFiringTime = 10000 ; The total ground contact time of the beam - DamagePerSecond = 400 ; The amount of damage inflicted per second + DamagePerSecond = 400.0 ; The amount of damage inflicted per second TotalDamagePulses = 40 ; The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ; The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ; How long it takes for the beam to hit the ground after leaving the firing dish. @@ -9759,8 +9759,8 @@ Object SupW_AmericaParticleCannonUplink SwathOfDeathAmplitude = 50.0 - ManualDrivingSpeed = 20 - ManualFastDrivingSpeed = 40 + ManualDrivingSpeed = 20.0 + ManualFastDrivingSpeed = 40.0 DoubleClickToFastDriveDelay = 500 ; ***SOUNDS!**** @@ -10928,7 +10928,7 @@ Object SupW_AmericaStrategyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:StrategyCenter @@ -10945,7 +10945,7 @@ Object SupW_AmericaStrategyCenter MaxSimultaneousOfType = 1 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 WeaponSet Conditions = NONE Weapon = PRIMARY StrategyCenterGun @@ -10982,9 +10982,9 @@ Object SupW_AmericaStrategyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_11 ; @@ -11045,19 +11045,19 @@ Object SupW_AmericaStrategyCenter Behavior = AIUpdateInterface ModuleTag_15 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger - NaturalTurretAngle = -90 ; this turret points backwards normally + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger + NaturalTurretAngle = -90.0 ; this turret points backwards normally - FirePitch = 45 ; Instead of aiming pitch-wise at the target, it will aim here + FirePitch = 45.0 ; Instead of aiming pitch-wise at the target, it will aim here MinIdleScanInterval = 500 ; in milliseconds MaxIdleScanInterval = 1000 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 60 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 60.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS End @@ -11065,7 +11065,7 @@ Object SupW_AmericaStrategyCenter Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) InitiallyDisabled = YES ; will only be active when the Search & Destroy plan is active. - DetectionRange = 500 ; Dustin, enable this for independent balancing! + DetectionRange = 500.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -12214,7 +12214,7 @@ Object SupW_AmericaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -12228,7 +12228,7 @@ Object SupW_AmericaAirfield EnergyProduction = -1 CommandSet = SupW_AmericaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -12254,17 +12254,17 @@ Object SupW_AmericaAirfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_11 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 End Behavior = ProductionUpdate ModuleTag_12 @@ -12312,7 +12312,7 @@ Object SupW_AmericaAirfield GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -13033,7 +13033,7 @@ Object SupW_AmericaSupplyCenter End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -13050,7 +13050,7 @@ Object SupW_AmericaSupplyCenter EnergyProduction = -1 CommandSet = SupW_AmericaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13076,9 +13076,9 @@ Object SupW_AmericaSupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -13586,7 +13586,7 @@ Object SupW_AmericaSupplyDropZone Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:AmericaSupplyDropZone @@ -13598,7 +13598,7 @@ Object SupW_AmericaSupplyDropZone Object = SupW_AmericaStrategyCenter End EnergyProduction = -4 - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13627,9 +13627,9 @@ Object SupW_AmericaSupplyDropZone ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet @@ -13692,7 +13692,7 @@ Object SupW_AmericaBarracks ; *** ART Parameters *** SelectPortrait = SABarracks_L ButtonImage = SABarracks - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; Main Barracks model Draw = W3DModelDraw ModuleTag_01 @@ -14243,7 +14243,7 @@ Object SupW_AmericaBarracks EnergyProduction = 0 CommandSet = SupW_AmericaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -14273,9 +14273,9 @@ Object SupW_AmericaBarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 ContainMax = 10 ; way bigger than the # of objects we can have @@ -14329,7 +14329,7 @@ Object SupW_AmericaBarracks GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -15211,7 +15211,7 @@ Object SupW_AmericaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -15226,7 +15226,7 @@ Object SupW_AmericaWarFactory EnergyProduction = -1 CommandSet = SupW_AmericaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -15252,9 +15252,9 @@ Object SupW_AmericaWarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_10 NumDoorAnimations = 1 @@ -15268,7 +15268,7 @@ Object SupW_AmericaWarFactory NaturalRallyPoint = X:53.0 Y:-30.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End Behavior = BaseRegenerateUpdate ModuleTag_13 @@ -15319,7 +15319,7 @@ Object SupW_AmericaWarFactory GeometryMinorRadius = 60.0 GeometryHeight = 40.0 GeometryIsSmall = NO - FactoryExitWidth = 25 ; How much space to leave for units exiting. + FactoryExitWidth = 25.0 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -15673,7 +15673,7 @@ Object SupW_AmericaPatriotBattery End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupW_PatriotBattery @@ -15699,7 +15699,7 @@ Object SupW_AmericaPatriotBattery ShareWeaponReloadTime = YES End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = BaseDefenseArmor @@ -15729,14 +15729,14 @@ Object SupW_AmericaPatriotBattery MaxHealth = 1000.0 InitialHealth = 1000.0 - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -15746,17 +15746,17 @@ Object SupW_AmericaPatriotBattery End Behavior = AIUpdateInterface ModuleTag_07 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 45.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -16166,7 +16166,7 @@ Object SupW_AmericaFireBase Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 @@ -16185,7 +16185,7 @@ Object SupW_AmericaFireBase Weapon = PRIMARY FireBaseHowitzerGun End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE Armor = FireBaseArmor @@ -16220,9 +16220,9 @@ Object SupW_AmericaFireBase ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 ; **Be careful with these damage types -- because area damage types will already ; **damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ; +SMALL_ARMS +POISON +RADIATION +SURRENDER @@ -16235,17 +16235,17 @@ Object SupW_AmericaFireBase End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES - NaturalTurretPitch = 1 - GroundUnitPitch = 40 - MinPhysicalPitch = -20 + NaturalTurretPitch = 1.0 + GroundUnitPitch = 40.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon @@ -17291,7 +17291,7 @@ Object SupW_AmericaPowerPlant - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:ColdFusionReactor @@ -17304,7 +17304,7 @@ Object SupW_AmericaPowerPlant EnergyProduction = 5 EnergyBonus = 15 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -17328,9 +17328,9 @@ Object SupW_AmericaPowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1000 + SubdualDamageCap = 1000.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PowerPlantUpgrade ModuleTag_07 TriggeredBy = SupW_Upgrade_AmericaAdvancedControlRods @@ -18718,7 +18718,7 @@ Object SupW_AmericaNuclearMissileLauncher ; End ; End - PlacementViewAngle = 135 + PlacementViewAngle = 135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearMissile @@ -18731,7 +18731,7 @@ Object SupW_AmericaNuclearMissileLauncher BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 CommandSet = SupW_AmericaNuclearMissileCommandSet ArmorSet Conditions = NONE @@ -18760,9 +18760,9 @@ Object SupW_AmericaNuclearMissileLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLSpecialPower ModuleTag_07 @@ -19052,10 +19052,10 @@ Object SupW_AmericaJetB3 Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B3Locomotor @@ -19064,7 +19064,7 @@ Object SupW_AmericaJetB3 ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -19076,7 +19076,7 @@ Object SupW_AmericaJetB3 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -19118,7 +19118,7 @@ Object SupW_AmericaJetB3 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -20494,7 +20494,7 @@ Object SupW_AmericaCruiseMissileLauncher ; End ; End - PlacementViewAngle = 135 + PlacementViewAngle = 135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CruiseMissile @@ -20507,7 +20507,7 @@ Object SupW_AmericaCruiseMissileLauncher BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 CommandSet = SupW_AmericaCruiseMissileCommandSet ArmorSet Conditions = NONE @@ -20665,20 +20665,20 @@ Object SupW_TomahawkMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 00 IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition - InitialVelocity = 50 ; in dist/sec - DistanceToTravelBeforeTurning = 80 - DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 50.0 ; in dist/sec + DistanceToTravelBeforeTurning = 80.0 + DistanceToTargetBeforeDiving = 100.0 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. - DistanceToTargetForLock = 10 ; Short lock-on, as it looks better flying. jba. + DistanceToTargetForLock = 10.0 ; Short lock-on, as it looks better flying. jba. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor ; Locomotor = SET_NORMAL TomahawkMissileLocomotor diff --git a/GeneralsZH/Data/INI/Object/System.ini b/GeneralsZH/Data/INI/Object/System.ini index d2f73bc..ca7d5ee 100644 --- a/GeneralsZH/Data/INI/Object/System.ini +++ b/GeneralsZH/Data/INI/Object/System.ini @@ -118,7 +118,7 @@ Object EMPMineEffectSpheroid TargetScaleMax = 7.00 StartColor = R:0 G:255 B:255 EndColor = R:0 G:128 B:128 - EffectRadius = 10 + EffectRadius = 10.0 DisableFXParticleSystem = EMPSparks DoesNotAffect = ALLIES DoesNotAffectMyOwnBuildings = YES @@ -353,8 +353,8 @@ Object SpySatellitePing ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02 @@ -405,8 +405,8 @@ Object GPSScrambler_InvisibleMarker ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = GrantStealthBehavior ModuleTag_02 @@ -438,8 +438,8 @@ Object RepairVehiclesInArea_InvisibleMarker_Level1 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = AutoHealBehavior ModuleTag_02 @@ -476,8 +476,8 @@ Object RepairVehiclesInArea_InvisibleMarker_Level2 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = AutoHealBehavior ModuleTag_02 @@ -514,8 +514,8 @@ Object RepairVehiclesInArea_InvisibleMarker_Level3 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = AutoHealBehavior ModuleTag_02 @@ -552,8 +552,8 @@ Object Frenzy_InvisibleMarker_Level1 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = WeaponBonusUpdate ModuleTag_02 @@ -561,7 +561,7 @@ Object Frenzy_InvisibleMarker_Level1 ForbiddenAffectKindOf = STRUCTURE ; Must be clear BonusDuration = 10000 ; How long the effect lasts BonusDelay = 100000 ; How often to pulse (short lifetime will trump, of course) - BonusRange = 200 ; Keep in line with the radius cursor size in the SpecialPower template + BonusRange = 200.0 ; Keep in line with the radius cursor size in the SpecialPower template BonusConditionType = FRENZY_ONE ; And which bonus to give End @@ -589,8 +589,8 @@ Object Frenzy_InvisibleMarker_Level2 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = WeaponBonusUpdate ModuleTag_02 @@ -598,7 +598,7 @@ Object Frenzy_InvisibleMarker_Level2 ForbiddenAffectKindOf = STRUCTURE ; Must be clear BonusDuration = 20000 ; How long the effect lasts BonusDelay = 100000 ; How often to pulse (short lifetime will trump, of course) - BonusRange = 200 ; Keep in line with the radius cursor size in the SpecialPower template + BonusRange = 200.0 ; Keep in line with the radius cursor size in the SpecialPower template BonusConditionType = FRENZY_TWO ; And which bonus to give End @@ -626,8 +626,8 @@ Object Frenzy_InvisibleMarker_Level3 ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = WeaponBonusUpdate ModuleTag_02 @@ -635,7 +635,7 @@ Object Frenzy_InvisibleMarker_Level3 ForbiddenAffectKindOf = STRUCTURE ; Must be clear BonusDuration = 30000 ; How long the effect lasts BonusDelay = 100000 ; How often to pulse (short lifetime will trump, of course) - BonusRange = 200 ; Keep in line with the radius cursor size in the SpecialPower template + BonusRange = 200.0 ; Keep in line with the radius cursor size in the SpecialPower template BonusConditionType = FRENZY_THREE ; And which bonus to give End @@ -655,8 +655,8 @@ Object RadarVanPing ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02 @@ -686,8 +686,8 @@ Object SuperweaponPing ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End Behavior = DeletionUpdate ModuleTag_02 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. @@ -892,7 +892,7 @@ Object GenericDebris Behavior = SlowDeathBehavior ModuleTag_04 SinkDelay = 1000 - SinkRate = 1 ; in dist/sec + SinkRate = 1.0 ; in dist/sec DestructionDelay = 2000 End @@ -1078,7 +1078,7 @@ Object WaveGuide Mass = 50.0 End Behavior = WaveGuideUpdate ModuleTag_04 - WaveDelay = 750 ; in milliseconds delay till the wave starts moving + WaveDelay = 750.0 ; in milliseconds delay till the wave starts moving YSize = 650.0 ; size in Y LinearWaveSpacing = 15.0 ; linear waves get pushed up at these intervals across the WaveBendMagnitude = 500.0 ; shape of the wave (larger number == flatter and 0 == straight line) @@ -1086,7 +1086,7 @@ Object WaveGuide PreferredHeight = 37.3 ; level we want the water to be after the wave ShorelineEffectDistance = 5.0 ; this far behind the wave we "hit" the shores DamageRadius = 25.0 ; damage things this far from us - DamageAmount = 99999 ; do this much damage + DamageAmount = 99999.0 ; do this much damage ToppleForce = 0.25 ; force strength we topple things with RandomSplashSound = WaveRandomSplash RandomSplashSoundFrequency = 50 ; every so often a # from 1-100 is chosen, if above this number the sound will play @@ -1125,7 +1125,7 @@ Object WaveGuideGLA01 Mass = 50.0 End Behavior = WaveGuideUpdate ModuleTag_04 - WaveDelay = 750 ; in milliseconds delay till the wave starts moving + WaveDelay = 750.0 ; in milliseconds delay till the wave starts moving YSize = 650.0 ; size in Y LinearWaveSpacing = 15.0 ; linear waves get pushed up at these intervals across the WaveBendMagnitude = 500.0 ; shape of the wave (larger number == flatter and 0 == straight line) @@ -1133,7 +1133,7 @@ Object WaveGuideGLA01 PreferredHeight = 35.0 ; level we want the water to be after the wave ShorelineEffectDistance = 5.0 ; this far behind the wave we "hit" the shores DamageRadius = 25.0 ; damage things this far from us - DamageAmount = 99999 ; do this much damage + DamageAmount = 99999.0 ; do this much damage ToppleForce = 0.25 ; force strength we topple things with RandomSplashSound = WaveRandomSplash RandomSplashSoundFrequency = 50 ; every so often a # from 1-100 is chosen, if above this number the sound will play @@ -1252,7 +1252,7 @@ Object FlamingInfantry Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:FlamingInfantry ; *** AUDIO Parameters *** @@ -1331,7 +1331,7 @@ Object ToxicInfantry Armor = HumanArmor DamageFX = NONE End - VisionRange = 150 + VisionRange = 150.0 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** @@ -1525,7 +1525,7 @@ Object FirestormSmall ParticleSystem2 = FireStormMainRing FXList = FX_FireStorm - DelayBetweenDamageFrames = 500 ; in milliseconds + DelayBetweenDamageFrames = 500.0 ; in milliseconds DamageAmount = 100.0 End @@ -1583,7 +1583,7 @@ Object BlackNapalmFirestormSmall ParticleSystem2 = FireStormMainRingUpgraded FXList = FX_BlackNapalmFireStorm - DelayBetweenDamageFrames = 500 ; in milliseconds + DelayBetweenDamageFrames = 500.0 ; in milliseconds DamageAmount = 150.0 End @@ -2599,14 +2599,14 @@ End Object VisionObject ; *** DESIGN Parameters *** - ShroudClearingRange = 100 ; default value, you can override this in code + ShroudClearingRange = 100.0 ; default value, you can override this in code EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE REVEAL_TO_ALL INERT ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 - MaxHealth = 1 - InitialHealth = 1 + MaxHealth = 1.0 + InitialHealth = 1.0 End End @@ -2617,8 +2617,8 @@ Object BaikonurRocketDetonation ; *** ART Parameters *** ; *** DESIGN Parameters *** - VisionRange = 1000 - ShroudClearingRange = 1000 + VisionRange = 1000.0 + ShroudClearingRange = 1000.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE @@ -2641,12 +2641,12 @@ Object BaikonurRocketDetonation Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08 DestructionDelay = 3501 - ScorchMarkSize = 320 + ScorchMarkSize = 320.0 FXList = FX_BaikonurNuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2655,8 +2655,8 @@ Object BaikonurRocketDetonation Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2665,8 +2665,8 @@ Object BaikonurRocketDetonation Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2675,8 +2675,8 @@ Object BaikonurRocketDetonation Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2685,8 +2685,8 @@ Object BaikonurRocketDetonation Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2695,8 +2695,8 @@ Object BaikonurRocketDetonation Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ; damage within inner radius of the blast @@ -2705,18 +2705,18 @@ Object BaikonurRocketDetonation Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage OCL = MIDPOINT OCL_PoisonFieldLarge @@ -2767,7 +2767,7 @@ Object AvalancheSound DisplayName = OBJECT:Raptor EditorSorting = SYSTEM VisionRange = 180.0 - ShroudClearingRange = 400 + ShroudClearingRange = 400.0 SoundAmbient = AvalancheTextureLoop ; *** ENGINEERING Parameters *** @@ -2787,8 +2787,8 @@ Object AvalancheSound ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 1 - ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors + MinHeight = 1.0 + ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 999999900 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor @@ -2817,7 +2817,7 @@ Object EMPPatriotEffectSpheroid TargetScaleMax = 3.00 StartColor = R:0 G:255 B:255 EndColor = R:0 G:128 B:128 - EffectRadius = 10 + EffectRadius = 10.0 DisableFXParticleSystem = EMPSparks ; DoesNotAffect = ALLIES ; Kris: Patch 1.01 (It affects our units, but not our buildings). DoesNotAffectMyOwnBuildings = YES diff --git a/GeneralsZH/Data/INI/Object/TankGeneral.ini b/GeneralsZH/Data/INI/Object/TankGeneral.ini index 1949644..fcc90af 100644 --- a/GeneralsZH/Data/INI/Object/TankGeneral.ini +++ b/GeneralsZH/Data/INI/Object/TankGeneral.ini @@ -68,7 +68,7 @@ Object Tank_ChinaVehicleHelix Side = ChinaTankGeneral TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 - ShroudClearingRange = 600 + ShroudClearingRange = 600.0 BuildCost = 2000 BuildTime = 25.0 ; in seconds Prerequisites @@ -159,15 +159,15 @@ Object Tank_ChinaVehicleHelix SpiralOrbitTurnRate = 80.0 ; in degrees/sec, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = 0.9999 ; smaller # = slow down faster - MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) + MaxBraking = 210.0 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = HelixDamagedLoop - MinSelfSpin = 40 ; in degrees/sec - MaxSelfSpin = 120 ; in degrees/sec - SelfSpinUpdateDelay = 300 ; in milliseconds - SelfSpinUpdateAmount = 5 ; in degrees + MinSelfSpin = 40.0 ; in degrees/sec + MaxSelfSpin = 120.0 ; in degrees/sec + SelfSpinUpdateDelay = 300.0 ; in milliseconds + SelfSpinUpdateAmount = 5.0 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall - MinBladeFlyOffDelay = 1000 ; in milliseconds - MaxBladeFlyOffDelay = 1000 ; in milliseconds + MinBladeFlyOffDelay = 1000.0 ; in milliseconds + MaxBladeFlyOffDelay = 1000.0 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades @@ -178,7 +178,7 @@ Object Tank_ChinaVehicleHelix OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades - DelayFromGroundToFinalDeath = 30 + DelayFromGroundToFinalDeath = 30.0 FinalRubbleObject = HelixRubbleHull End @@ -306,7 +306,7 @@ Object Tank_ChinaVehicleHelix GeometryHeight = 30.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -413,7 +413,7 @@ Object Tank_ChinaHelixGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -432,7 +432,7 @@ Object Tank_ChinaHelixGattlingCannon Behavior = StealthDetectorUpdate ModuleTag_SDU DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 + DetectionRange = 200.0 CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = YES ; Contained means being in a transport or Tunnel Network. End @@ -440,8 +440,8 @@ Object Tank_ChinaHelixGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = YES @@ -462,7 +462,7 @@ Object Tank_ChinaHelixGattlingCannon GeometryHeight = 9.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -504,7 +504,7 @@ Object Tank_ChinaHelixPropagandaTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaTankGeneral @@ -515,7 +515,7 @@ Object Tank_ChinaHelixPropagandaTower Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -555,7 +555,7 @@ Object Tank_ChinaHelixPropagandaTower GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -601,7 +601,7 @@ Object Tank_ChinaHelixBattleBunker End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaTankGeneral @@ -612,7 +612,7 @@ Object Tank_ChinaHelixBattleBunker Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -639,7 +639,7 @@ Object Tank_ChinaHelixBattleBunker GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -754,7 +754,7 @@ Object Tank_ChinaJetMIG End BuildCost = 1600 - BuildTime = 12 + BuildTime = 12.0 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = YES ; Can gain experience @@ -816,7 +816,7 @@ Object Tank_ChinaJetMIG ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 - MinHeight = 5 + MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End @@ -851,7 +851,7 @@ Object Tank_ChinaJetMIG Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -979,10 +979,10 @@ Object Tank_ChinaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 150 + DeliveryDistance = 150.0 End Locomotor = SET_NORMAL B52Locomotor @@ -991,7 +991,7 @@ Object Tank_ChinaJetCargoPlane ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -1040,7 +1040,7 @@ Object Tank_ChinaJetCargoPlane DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta - PitchRate = 0 + PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart @@ -1063,7 +1063,7 @@ Object Tank_ChinaJetCargoPlane GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -1157,7 +1157,7 @@ Object Tank_ChinaInfantryRedguard DefaultConditionState Model = NICNSC_SKN - IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 + IdleAnimation = NICNSC_SKL.NICNSC_STA 0.0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE @@ -1219,18 +1219,18 @@ Object Tank_ChinaInfantryRedguard TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 2 2 + AnimationSpeedFactorRange = 2.0 2.0 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS - AnimationSpeedFactorRange = 4 5 + AnimationSpeedFactorRange = 4.0 5.0 Flags = START_FRAME_LAST End @@ -1295,7 +1295,7 @@ Object Tank_ChinaInfantryRedguard ; Movement Animations ConditionState = MOVING - Animation = NICNSC_SKL.NICNSC_RNA 26 + Animation = NICNSC_SKL.NICNSC_RNA 26.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -1304,7 +1304,7 @@ Object Tank_ChinaInfantryRedguard AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED - Animation = NICNSC_SKL.NICNSC_RNB 28 + Animation = NICNSC_SKL.NICNSC_RNB 28.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged @@ -1394,8 +1394,8 @@ Object Tank_ChinaInfantryRedguard Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Tank_ChinaBarracks End @@ -1450,9 +1450,9 @@ Object Tank_ChinaInfantryRedguard Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -1488,10 +1488,10 @@ Object Tank_ChinaInfantryRedguard SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1552,8 +1552,8 @@ Object Tank_ChinaInfantryRedguard GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1582,7 +1582,7 @@ Object Tank_ChinaInfantryBlackLotus ; idle DefaultConditionState Model = NIHERO_SKN - IdleAnimation = NIHERO_SKL.NIHERO_STA 0 17 + IdleAnimation = NIHERO_SKL.NIHERO_STA 0.0 17 IdleAnimation = NIHERO_SKL.NIHero_IDA IdleAnimation = NIHERO_SKL.NIHero_IDB AnimationMode = ONCE @@ -1590,7 +1590,7 @@ Object Tank_ChinaInfantryBlackLotus End ConditionState = REALLYDAMAGED - IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0 30 + IdleAnimation = NIHERO_SKL.NIHERO_ISTA 0.0 30 IdleAnimation = NIHERO_SKL.NIHero_IIDA AnimationMode = ONCE TransitionKey = TRANS_StandInjured @@ -1763,8 +1763,8 @@ Object Tank_ChinaInfantryBlackLotus Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 300 - ShroudClearingRange = 400 + VisionRange = 300.0 + ShroudClearingRange = 400.0 Prerequisites Object = Tank_ChinaBarracks Object = Tank_ChinaPropagandaCenter @@ -1927,10 +1927,10 @@ Object Tank_ChinaInfantryBlackLotus SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_BlackLotusDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -1969,8 +1969,8 @@ Object Tank_ChinaInfantryBlackLotus GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -1995,7 +1995,7 @@ Object Tank_ChinaInfantryTankHunter DefaultConditionState Model = NIMSST_SKN - IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30 + IdleAnimation = NIMSST_SKL.NIMSST_STA 0.0 30 IdleAnimation = NIMSST_SKL.NIMSST_IDA IdleAnimation = NIMSST_SKL.NIMSST_IDB AnimationMode = ONCE @@ -2028,7 +2028,7 @@ Object Tank_ChinaInfantryTankHunter AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A ConditionState = MOVING - Animation = NIMSST_SKL.NIMSST_RNA 20 + Animation = NIMSST_SKL.NIMSST_RNA 20.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2039,7 +2039,7 @@ Object Tank_ChinaInfantryTankHunter AliasConditionState = MOVING ATTACKING REALLYDAMAGED ConditionState = RELOADING_A - Animation = NIMSST_SKL.NIMSST_ATA 10 + Animation = NIMSST_SKL.NIMSST_ATA 10.0 AnimationMode = ONCE ; WeaponLaunchBone = PRIMARY WeaponA End @@ -2118,8 +2118,8 @@ Object Tank_ChinaInfantryTankHunter Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 400 + VisionRange = 150.0 + ShroudClearingRange = 400.0 Prerequisites Object = Tank_ChinaBarracks End @@ -2162,8 +2162,8 @@ Object Tank_ChinaInfantryTankHunter Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = HordeUpdate ModuleTag_04 UpdateRate = 1000 ; how often to recheck horde status (msec) - RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman - Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + RubOffRadius = 60.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + Radius = 30.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = NO ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -2218,10 +2218,10 @@ Object Tank_ChinaInfantryTankHunter SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_TankHunterDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2260,8 +2260,8 @@ Object Tank_ChinaInfantryTankHunter GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2288,7 +2288,7 @@ Object Tank_ChinaInfantryHacker ; NORMAL STANDING DefaultConditionState Model = NIHCKR_SKN - IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0 25 + IdleAnimation = NIHCKR_SKL.NIHCKR_STA 0.0 25 ; Regular spice animations IdleAnimation = NIHCKR_SKL.NIHCKR_IDA IdleAnimation = NIHCKR_SKL.NIHCKR_IDB @@ -2299,7 +2299,7 @@ Object Tank_ChinaInfantryHacker AliasConditionState = REALLYDAMAGED ConditionState = MOVING - Animation = NIHCKR_SKL.NIHCKR_RNA 14 + Animation = NIHCKR_SKL.NIHCKR_RNA 14.0 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = NONE @@ -2411,8 +2411,8 @@ Object Tank_ChinaInfantryHacker Armor = HumanArmor DamageFX = InfantryDamageFX End - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Tank_ChinaBarracks Object = Tank_ChinaPropagandaCenter @@ -2525,10 +2525,10 @@ Object Tank_ChinaInfantryHacker SinkRate = 0.5 ; in dist/sec DestructionDelay = 8000 FX = INITIAL FX_HackerDie - FlingForce = 8 - FlingForceVariance = 3 - FlingPitch = 60 - FlingPitchVariance = 10 + FlingForce = 8.0 + FlingForceVariance = 3.0 + FlingPitch = 60.0 + FlingPitchVariance = 10.0 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED @@ -2567,8 +2567,8 @@ Object Tank_ChinaInfantryHacker GeometryHeight = 12.0 GeometryIsSmall = YES Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI BuildCompletion = APPEARS_AT_RALLY_POINT @@ -2718,8 +2718,8 @@ Object Tank_ChinaTankBattleMaster End BuildCost = 700 BuildTime = 12.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Tank_ChinaWarFactory End @@ -2758,9 +2758,9 @@ Object Tank_ChinaTankBattleMaster ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 800 + SubdualDamageCap = 800.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_14 @@ -2770,7 +2770,7 @@ Object Tank_ChinaTankBattleMaster Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 ; turn rate, in degrees/sec + TurretTurnRate = 120.0 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -2785,9 +2785,9 @@ Object Tank_ChinaTankBattleMaster End Behavior = HordeUpdate ModuleTag_04 - RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman + RubOffRadius = 150.0 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) - Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) + Radius = 75.0 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOfs must match to count towards horde-ness AlliesOnly = YES ; do we only count allies towards horde status? ExactMatch = YES ; do we only count units of our exact same type towards horde status? (overrides KindOf) @@ -2853,10 +2853,10 @@ Object Tank_ChinaTankBattleMaster Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 - GeometryHeight = 10 + GeometryHeight = 10.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2937,8 +2937,8 @@ Object Tank_ChinaTankEmperor End BuildCost = 1900 BuildTime = 20.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 200 + VisionRange = 150.0 + ShroudClearingRange = 200.0 Prerequisites Object = Tank_ChinaWarFactory Object = Tank_ChinaPropagandaCenter @@ -2979,9 +2979,9 @@ Object Tank_ChinaTankEmperor ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_23 @@ -2991,7 +2991,7 @@ Object Tank_ChinaTankEmperor Behavior = TransportAIUpdate ModuleTag_03 Turret - TurretTurnRate = 60 ; 30 ; 15 ; turn rate, in degrees/sec + TurretTurnRate = 60.0 ; 30 ; 15 ; turn rate, in degrees/sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = YES @@ -3135,7 +3135,7 @@ Object Tank_ChinaTankEmperor GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3239,7 +3239,7 @@ Object Tank_ChinaTankOverlordGattlingCannon Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -3263,8 +3263,8 @@ Object Tank_ChinaTankOverlordGattlingCannon Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 60 ; turn rate, in degrees/sec - TurretPitchRate = 60 + TurretTurnRate = 60.0 ; turn rate, in degrees/sec + TurretPitchRate = 60.0 AllowsPitch = YES End AutoAcquireEnemiesWhenIdle = YES @@ -3290,7 +3290,7 @@ Object Tank_ChinaTankOverlordGattlingCannon GeometryHeight = 9.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3332,7 +3332,7 @@ Object Tank_ChinaTankOverlordPropagandaTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaTankGeneral @@ -3343,7 +3343,7 @@ Object Tank_ChinaTankOverlordPropagandaTower Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -3388,7 +3388,7 @@ Object Tank_ChinaTankOverlordPropagandaTower GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3434,7 +3434,7 @@ Object Tank_ChinaTankOverlordBattleBunker End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** Side = ChinaTankGeneral @@ -3445,7 +3445,7 @@ Object Tank_ChinaTankOverlordBattleBunker Conditions = NONE Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End - VisionRange = 200 + VisionRange = 200.0 ; *** AUDIO Parameters *** UnitSpecificSounds @@ -3485,7 +3485,7 @@ Object Tank_ChinaTankOverlordBattleBunker GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3571,8 +3571,8 @@ Object Tank_ChinaTankDragon End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 100 - ShroudClearingRange = 200 + VisionRange = 100.0 + ShroudClearingRange = 200.0 Prerequisites Object = Tank_ChinaWarFactory End @@ -3612,9 +3612,9 @@ Object Tank_ChinaTankDragon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 560 + SubdualDamageCap = 560.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = VeterancyGainCreate ModuleTag_14 @@ -3623,13 +3623,13 @@ Object Tank_ChinaTankDragon Behavior = AIUpdateInterface ModuleTag_03 Turret - TurretTurnRate = 120 - TurretPitchRate = 120 + TurretTurnRate = 120.0 + TurretPitchRate = 120.0 AllowsPitch = YES - MinPhysicalPitch = -15 + MinPhysicalPitch = -15.0 - TurretFireAngleSweep = PRIMARY 10 - TurretFireAngleSweep = SECONDARY 60 + TurretFireAngleSweep = PRIMARY 10.0 + TurretFireAngleSweep = SECONDARY 60.0 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn ControlledWeaponSlots = PRIMARY SECONDARY @@ -3728,7 +3728,7 @@ Object Tank_ChinaTankDragon GeometryHeight = 11.0 ; Height set to allow clear clipping of the projectile stream GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -3779,7 +3779,7 @@ Object Tank_ChinaVehicleTroopCrawler MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End @@ -3800,8 +3800,8 @@ Object Tank_ChinaVehicleTroopCrawler End BuildCost = 1400 BuildTime = 15.0 ; in seconds - VisionRange = 175 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! - ShroudClearingRange = 400 + VisionRange = 175.0 ; Needs to see farther and match its weapon range -- else Troop Crawlers will get slaughtered against tanks! + ShroudClearingRange = 400.0 Prerequisites Object = Tank_ChinaWarFactory End @@ -3841,9 +3841,9 @@ Object Tank_ChinaVehicleTroopCrawler ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) @@ -3877,7 +3877,7 @@ Object Tank_ChinaVehicleTroopCrawler Slots = 8 InitialPayload = Tank_ChinaInfantryRedguard 8 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -3930,7 +3930,7 @@ Object Tank_ChinaVehicleTroopCrawler GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4061,8 +4061,8 @@ Object Tank_ChinaTankGattling End BuildCost = 700 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = Tank_ChinaWarFactory End @@ -4103,19 +4103,19 @@ Object Tank_ChinaTankGattling ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky - ; since you never know from whence cometh danger + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky + ; since you never know from whence cometh danger End MoodAttackCheckRate = 250 AutoAcquireEnemiesWhenIdle = YES @@ -4174,7 +4174,7 @@ Object Tank_ChinaTankGattling GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4249,8 +4249,8 @@ Object Tank_ChinaVehicleSupplyTruck TransportSlotCount = 2 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 600 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 Prerequisites Object = Tank_ChinaSupplyCenter End @@ -4290,15 +4290,15 @@ Object Tank_ChinaVehicleSupplyTruck ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) - SupplyWarehouseScanDistance = 700 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) + SupplyWarehouseScanDistance = 700.0 ; 350 ; Max distance to look for a warehouse, or we go home. (A direct dock command on a warehouse overrides this, with no max on Center scanning) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor @@ -4352,7 +4352,7 @@ Object Tank_ChinaVehicleSupplyTruck GeometryHeight = 14.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4419,8 +4419,8 @@ Object Tank_ChinaVehicleDozer TransportSlotCount = 5 ; how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 300 + VisionRange = 150.0 + ShroudClearingRange = 300.0 WeaponSet Conditions = NONE @@ -4470,14 +4470,14 @@ Object Tank_ChinaVehicleDozer ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second - BoredTime = 5000 ; in milliseconds - BoredRange = 150 ; when bored, we look this far away to do something + BoredTime = 5000.0 ; in milliseconds + BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = YES End @@ -4536,7 +4536,7 @@ Object Tank_ChinaVehicleDozer GeometryHeight = 15.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4585,8 +4585,8 @@ Object Tank_ChinaTankECM End BuildCost = 800 BuildTime = 10.0 ; in seconds - VisionRange = 150 - ShroudClearingRange = 360 + VisionRange = 150.0 + ShroudClearingRange = 360.0 Prerequisites Object = Tank_ChinaWarFactory Object = Tank_ChinaPropagandaCenter @@ -4626,20 +4626,20 @@ Object Tank_ChinaTankECM ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 600 + SubdualDamageCap = 600.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY - TurretTurnRate = 180 ; turn rate, in degrees/sec + TurretTurnRate = 180.0 ; turn rate, in degrees/sec FiresWhileTurning = NO MinIdleScanInterval = 0 ; in milliseconds MaxIdleScanInterval = 0 ; in milliseconds RecenterTime = 0 - MinIdleScanAngle = 180 ; in degrees off the natural turret angle - MaxIdleScanAngle = 180 ; in degrees off the natural turret angle + MinIdleScanAngle = 180.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 180.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES End @@ -4700,7 +4700,7 @@ Object Tank_ChinaTankECM GeometryHeight = 15.0 GeometryIsSmall = YES Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -4738,7 +4738,7 @@ Object Tank_ChinaVehicleListeningOutpost LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. - PowerslideRotationAddition = 0 ; This vehicle doesn't power-slide. + PowerslideRotationAddition = 0.0 ; This vehicle doesn't power-slide. End Draw = W3DModelDraw ModuleTag_33 @@ -4815,8 +4815,8 @@ Object Tank_ChinaVehicleListeningOutpost End BuildCost = 950 BuildTime = 15.0 ; in seconds - VisionRange = 250 - ShroudClearingRange = 500 + VisionRange = 250.0 + ShroudClearingRange = 500.0 Prerequisites Object = Tank_ChinaWarFactory End @@ -4855,13 +4855,13 @@ Object Tank_ChinaVehicleListeningOutpost ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 480 + SubdualDamageCap = 480.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 300 ; Dustin, enable this for independent balancing! + DetectionRange = 300.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. ; PingSound = IRPing @@ -4894,7 +4894,7 @@ Object Tank_ChinaVehicleListeningOutpost Slots = 2 InitialPayload = Tank_ChinaInfantryTankHunter 2 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -4949,7 +4949,7 @@ Object Tank_ChinaVehicleListeningOutpost GeometryHeight = 13.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME - ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 45.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -6306,7 +6306,7 @@ Object Tank_ChinaNuclearMissileLauncher End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearMissile @@ -6319,9 +6319,9 @@ Object Tank_ChinaNuclearMissileLauncher BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 - ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudClearingRange = 200.0 + ShroudRevealToAllRange = 60.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! CommandSet = Tank_ChinaNuclearMissileCommandSet ArmorSet Conditions = NONE @@ -6350,9 +6350,9 @@ Object Tank_ChinaNuclearMissileLauncher ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 4200 + SubdualDamageCap = 4200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OCLSpecialPower ModuleTag_07 @@ -6967,7 +6967,7 @@ Object Tank_ChinaSpeakerTower End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SpeakerTower @@ -6977,7 +6977,7 @@ Object Tank_ChinaSpeakerTower BuildTime = 10.0 ; in seconds EnergyProduction = -1 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -7008,9 +7008,9 @@ Object Tank_ChinaSpeakerTower ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 500 + SubdualDamageCap = 500.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 @@ -7900,7 +7900,7 @@ Object Tank_ChinaPowerPlant End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:NuclearReactor @@ -7912,7 +7912,7 @@ Object Tank_ChinaPowerPlant EnergyProduction = 10 EnergyBonus = 5 ; for the overcharge bonus VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -7940,9 +7940,9 @@ Object Tank_ChinaPowerPlant ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = OverchargeBehavior ModuleTag_06 @@ -8556,7 +8556,7 @@ Object Tank_ChinaSupplyCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:SupplyCenter @@ -8571,7 +8571,7 @@ Object Tank_ChinaSupplyCenter EnergyProduction = -1 CommandSet = Tank_ChinaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -8597,9 +8597,9 @@ Object Tank_ChinaSupplyCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = SupplyCenterCreate ModuleTag_06 ; @@ -9233,7 +9233,7 @@ Object Tank_ChinaBarracks End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Barracks @@ -9244,7 +9244,7 @@ Object Tank_ChinaBarracks EnergyProduction = 0 CommandSet = Tank_ChinaBarracksCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -9270,9 +9270,9 @@ Object Tank_ChinaBarracks ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = HealContain ModuleTag_06 @@ -9342,7 +9342,7 @@ Object Tank_ChinaBarracks GeometryMinorRadius = 44.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -10331,7 +10331,7 @@ Object Tank_ChinaAirfield End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Airfield @@ -10345,7 +10345,7 @@ Object Tank_ChinaAirfield EnergyProduction = -1 CommandSet = Tank_ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -10371,17 +10371,17 @@ Object Tank_ChinaAirfield ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1700 + SubdualDamageCap = 1700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ParkingPlaceBehavior ModuleTag_10 - HealAmountPerSecond = 10 + HealAmountPerSecond = 10.0 NumRows = 2 NumCols = 2 HasRunways = YES - ApproachHeight = 50 + ApproachHeight = 50.0 ParkInHangars = YES End @@ -11380,7 +11380,7 @@ Object Tank_ChinaWarFactory End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:WarFactory @@ -11394,7 +11394,7 @@ Object Tank_ChinaWarFactory EnergyProduction = -1 CommandSet = Tank_ChinaWarFactoryCommandSet VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -11420,9 +11420,9 @@ Object Tank_ChinaWarFactory ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2200 + SubdualDamageCap = 2200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = DestroyDie ModuleTag_09 @@ -11447,7 +11447,7 @@ Object Tank_ChinaWarFactory NaturalRallyPoint = X:57.0 Y:-27.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_14 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds NumberApproachPositions = 5 End @@ -11490,7 +11490,7 @@ Object Tank_ChinaWarFactory GeometryMinorRadius = 61.0 GeometryHeight = 30.0 GeometryIsSmall = NO - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER @@ -12227,7 +12227,7 @@ Object Tank_ChinaBunker End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:Bunker @@ -12240,7 +12240,7 @@ Object Tank_ChinaBunker BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -12265,9 +12265,9 @@ Object Tank_ChinaBunker ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End ; Behavior = FXListDie ModuleTag_07 ; DeathFX = FX_SmallStructureDeath @@ -13114,7 +13114,7 @@ Object Tank_ChinaPropagandaCenter End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:PropagandaCenter @@ -13127,7 +13127,7 @@ Object Tank_ChinaPropagandaCenter BuildTime = 45.0 ; in seconds EnergyProduction = -2 VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -13154,9 +13154,9 @@ Object Tank_ChinaPropagandaCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = ProductionUpdate ModuleTag_10 ; @@ -14134,7 +14134,7 @@ Object Tank_ChinaGattlingCannon End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:GattlingCannon @@ -14159,7 +14159,7 @@ Object Tank_ChinaGattlingCannon End VisionRange = 360.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ArmorSet Conditions = NONE @@ -14197,14 +14197,14 @@ Object Tank_ChinaGattlingCannon ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 1200 + SubdualDamageCap = 1200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - DetectionRange = 200 ; Dustin, enable this for independent balancing! + DetectionRange = 200.0 ; Dustin, enable this for independent balancing! CanDetectWhileGarrisoned = NO ; Garrisoned means being in a structure that your units can shoot out of. CanDetectWhileContained = NO ; Contained means being in a transport or Tunnel Network. End @@ -14223,15 +14223,15 @@ Object Tank_ChinaGattlingCannon Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES FiresWhileTurning = YES - NaturalTurretPitch = 45 ; this keeps it aimed halfway between land and sky + NaturalTurretPitch = 45.0 ; this keeps it aimed halfway between land and sky MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon MoodAttackCheckRate = 250 @@ -15197,7 +15197,7 @@ Object Tank_ChinaInternetCenter Flags = START_FRAME_LAST End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:InternetCenter @@ -15208,7 +15208,7 @@ Object Tank_ChinaInternetCenter EnergyProduction = 0 CommandSet = ChinaInternetCenterCommandSetOne VisionRange = 200.0 ; Shroud-clearing distance - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmorInternetCenter @@ -15244,16 +15244,16 @@ Object Tank_ChinaInternetCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 2700 + SubdualDamageCap = 2700.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives an aiHackInternet command to passengers PassengersAllowedToFire = NO Slots = 8 ScatterNearbyOnExit = NO - HealthRegen%PerSec = 10 + HealthRegen%PerSec = 10.0 DamagePercentToUnits = 50% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 @@ -15716,7 +15716,7 @@ Object Tank_ChinaCommandCenter End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; construction-zone fence Draw = W3DModelDraw ModuleTag_03 @@ -16312,7 +16312,7 @@ Object Tank_ChinaCommandCenter ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End End - PlacementViewAngle = -135 + PlacementViewAngle = -135.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:CommandCenter Side = ChinaTankGeneral @@ -16322,7 +16322,7 @@ Object Tank_ChinaCommandCenter EnergyProduction = 0 ; Command Center should be free CommandSet = Tank_ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud-clearing distance - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 ArmorSet Conditions = NONE Armor = StructureArmorTough @@ -16348,9 +16348,9 @@ Object Tank_ChinaCommandCenter ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. - SubdualDamageCap = 5200 + SubdualDamageCap = 5200.0 SubdualDamageHealRate = 500 - SubdualDamageHealAmount = 100 + SubdualDamageHealAmount = 100.0 End Behavior = PreorderCreate ModuleTag_PreorderCreate @@ -16368,7 +16368,7 @@ Object Tank_ChinaCommandCenter NaturalRallyPoint = X:60.0 Y:40.0 Z:0.0 ; NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 - RadarExtendTime = 4000 ; in milliseconds + RadarExtendTime = 4000.0 ; in milliseconds End Behavior = DestroyDie ModuleTag_11 @@ -16485,7 +16485,7 @@ Object Tank_ChinaCommandCenter Geometry = BOX - FactoryExitWidth = 25 + FactoryExitWidth = 25.0 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 diff --git a/GeneralsZH/Data/INI/Object/TechBuildings.ini b/GeneralsZH/Data/INI/Object/TechBuildings.ini index 72f7302..3ad95ea 100644 --- a/GeneralsZH/Data/INI/Object/TechBuildings.ini +++ b/GeneralsZH/Data/INI/Object/TechBuildings.ini @@ -189,7 +189,7 @@ Object TechArtilleryPlatform DisplayName = OBJECT:TechArtilleryPlatform EditorSorting = STRUCTURE VisionRange = 360.0 - ShroudClearingRange = 360 + ShroudClearingRange = 360.0 ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CAN_ATTACK TECH_BASE_DEFENSE CONSERVATIVE_BUILDING Body = ActiveBody ModuleTag_03 @@ -207,7 +207,7 @@ Object TechArtilleryPlatform End CommandSet = StopOnlyGenericCommandSet Behavior = FlammableUpdate ModuleTag_05 - FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... + FlameDamageLimit = 20.0 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... @@ -215,17 +215,17 @@ Object TechArtilleryPlatform End Behavior = AIUpdateInterface ModuleTag_06 Turret - TurretTurnRate = 180 ; turn rate, in degrees/sec - TurretPitchRate = 180 + TurretTurnRate = 180.0 ; turn rate, in degrees/sec + TurretPitchRate = 180.0 AllowsPitch = YES - NaturalTurretPitch = 45 - GroundUnitPitch = 20 - MinPhysicalPitch = -20 + NaturalTurretPitch = 45.0 + GroundUnitPitch = 20.0 + MinPhysicalPitch = -20.0 ControlledWeaponSlots = PRIMARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds - MinIdleScanAngle = 0 ; in degrees off the natural turret angle - MaxIdleScanAngle = 360 ; in degrees off the natural turret angle + MinIdleScanAngle = 0.0 ; in degrees off the natural turret angle + MaxIdleScanAngle = 360.0 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = YES ; ATTACK_BUILDINGS ; defensive weapon MoodAttackCheckRate = 250 @@ -389,7 +389,7 @@ Object TechReinforcementPad Model = NONE End End - PlacementViewAngle = 45 + PlacementViewAngle = 45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TechReinforcementPad @@ -397,7 +397,7 @@ Object TechReinforcementPad Prerequisites End EnergyProduction = 0 - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -611,7 +611,7 @@ Object TechRepairPad Model = NONE End End - PlacementViewAngle = -45 + PlacementViewAngle = -45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TechRepairPad @@ -619,7 +619,7 @@ Object TechRepairPad Prerequisites End EnergyProduction = 0 - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -644,7 +644,7 @@ Object TechRepairPad InitialHealth = 1000.0 End Behavior = RepairDockUpdate ModuleTag_05 - TimeForFullHeal = 5000 ; in milliseconds + TimeForFullHeal = 5000.0 ; in milliseconds AllowsPassthrough = YES NumberApproachPositions = 5 End @@ -807,7 +807,7 @@ Object TechRepairbay Model = NONE End End - PlacementViewAngle = 45 + PlacementViewAngle = 45.0 ; *** DESIGN Parameters *** DisplayName = OBJECT:TechRepairBay @@ -815,7 +815,7 @@ Object TechRepairbay Prerequisites End EnergyProduction = 0 - ShroudClearingRange = 200 + ShroudClearingRange = 200.0 ArmorSet Conditions = NONE Armor = StructureArmor @@ -859,7 +859,7 @@ Object TechRepairbay ; Kris: Cut, functionality changed to grant auto-heal to army. ; Behavior = RepairDockUpdate ModuleTag_13 - ; TimeForFullHeal = 5000 ; in milliseconds + ; TimeForFullHeal = 5000.0 ; in milliseconds ; NumberApproachPositions = 5 ; End diff --git a/GeneralsZH/Data/INI/Object/WeaponObjects.ini b/GeneralsZH/Data/INI/Object/WeaponObjects.ini index 05980a3..fdd2f72 100644 --- a/GeneralsZH/Data/INI/Object/WeaponObjects.ini +++ b/GeneralsZH/Data/INI/Object/WeaponObjects.ini @@ -14,7 +14,7 @@ Object MOAB EditorSorting = SYSTEM TransportSlotCount = 10 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -52,9 +52,9 @@ Object MOAB Locomotor = SET_NORMAL NONE Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 5.0 ; changed from previous, 50 @@ -105,8 +105,8 @@ Object MOABGas Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 - AerodynamicFriction = 7 ; this is now friction-per-sec - ForwardFriction = 200 ; this is now friction-per-sec + AerodynamicFriction = 7.0 ; this is now friction-per-sec + ForwardFriction = 200.0 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 @@ -135,13 +135,13 @@ Object AvengerPointDefenseLaserBeam NumBeams = 4 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ; The total width of the beam InnerColor = R:255 G:180 B:100 A:120 ; The inside color of the laser (hot) - OuterBeamWidth = 10 ; The total width of the beam + OuterBeamWidth = 10.0 ; The total width of the beam OuterColor = R:100 G:100 B:100 A:60 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = -2500 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -2500.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 0 ; This value overlaps(+) or separates(-) the segments by ratio - TilingScalar = -3 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) + SegmentOverlapRatio = 0.0 ; This value overlaps(+) or separates(-) the segments by ratio + TilingScalar = -3.0 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. ; FadeLifetime = 250 ; Laser will fade and delete. @@ -178,13 +178,13 @@ Object AvengerLaserBeam NumBeams = 4 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ; The total width of the beam InnerColor = R:100 G:0 B:0 A:100 ; The inside color of the laser (hot) - OuterBeamWidth = 15 ; The total width of the beam + OuterBeamWidth = 15.0 ; The total width of the beam OuterColor = R:100 G:0 B:0 A:0 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = -2500 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -2500.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 0 ; This value overlaps(+) or separates(-) the segments by ratio - TilingScalar = -3 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) + SegmentOverlapRatio = 0.0 ; This value overlaps(+) or separates(-) the segments by ratio + TilingScalar = -3.0 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. ; FadeLifetime = 0 ; Laser will fade and delete. @@ -220,17 +220,17 @@ Object AvengerTargetingLaserBeam Texture = EXLaser4.tga NumBeams = 4 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. - InnerBeamWidth = 5 ; The total width of the beam + InnerBeamWidth = 5.0 ; The total width of the beam InnerColor = R:50 G:50 B:255 A:50 ; The inside color of the laser (hot) - OuterBeamWidth = 1 ; The total width of the beam + OuterBeamWidth = 1.0 ; The total width of the beam OuterColor = R:255 G:0 B:126 A:150 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = -2500 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -2500.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 0 ; This value overlaps(+) or separates(-) the segments by ratio - TilingScalar = -3 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) + SegmentOverlapRatio = 0.0 ; This value overlaps(+) or separates(-) the segments by ratio + TilingScalar = -3.0 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. ; FadeLifetime = 0 ; Laser will fade and delete. @@ -264,9 +264,9 @@ Object MicrowaveDisableStream Tile = YES TilingScalar = 0.5 - ScrollRate = -10 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -10.0 ; Scrolls the texture offset this fast -- towards(-) away(+) NumBeams = 1 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 - InnerBeamWidth = 8 ; The total width of the beam + InnerBeamWidth = 8.0 ; The total width of the beam InnerColor = R:100 G:200 B:100 A:50 ; The inside color of the laser (hot) OuterBeamWidth = 5.0 ; The total width of the beam OuterColor = R:96 G:255 B:96 A:5 ; The outside color of the laser (cool) @@ -291,14 +291,14 @@ Object ECMDisableStream Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 3 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. - InnerBeamWidth = 1 ; The total width of the beam + InnerBeamWidth = 1.0 ; The total width of the beam InnerColor = R:5 G:25 B:5 A:100 ; The inside color of the laser (hot) - OuterBeamWidth = 50 ; The total width of the beam + OuterBeamWidth = 50.0 ; The total width of the beam OuterColor = R:10 G:100 B:10 A:75 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = 35 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = 35.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 1 ; This value overlaps(+) or separates(-) the segments by ratio + SegmentOverlapRatio = 1.0 ; This value overlaps(+) or separates(-) the segments by ratio TilingScalar = 0.05 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. @@ -365,9 +365,9 @@ Object ChinaCarpetBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 @@ -453,7 +453,7 @@ Object SpectreHowitzerShell Behavior = PhysicsBehavior ModuleTag_09 - Mass = 1 + Mass = 1.0 End @@ -514,9 +514,9 @@ Object HumveeMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -539,14 +539,14 @@ Object HumveeMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = NO FuelLifetime = 1000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 3 + DistanceToTravelBeforeTurning = 3.0 IgnitionFX = FX_HumveeMissileIgnition End Locomotor = SET_NORMAL RocketBuggyMissileLocomotor @@ -576,7 +576,7 @@ Object PatriotMissile DisplayName = OBJECT:PatriotMissile EditorSorting = VEHICLE VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE @@ -589,9 +589,9 @@ Object PatriotMissile MaxHealth = 100.0 InitialHealth = 100.0 - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -614,15 +614,15 @@ Object PatriotMissile Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 50 ; in dist/sec + InitialVelocity = 50.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 5 - DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. + DistanceToTravelBeforeTurning = 5.0 + DistanceToTargetForLock = 100.0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor Geometry = SPHERE @@ -669,9 +669,9 @@ Object A10ThunderboltMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -700,12 +700,12 @@ Object A10ThunderboltMissile ; End Behavior = PhysicsBehavior ModuleTag_08 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_09 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 30 ; in dist/sec + InitialVelocity = 30.0 ; in dist/sec IgnitionDelay = 0 IgnitionFX = FX_A10ThunderboltMissileIgnition End @@ -769,9 +769,9 @@ Object RaptorJetMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = WeaponBonusUpgrade ModuleTag_99 @@ -798,12 +798,12 @@ Object RaptorJetMissile Behavior = PhysicsBehavior ModuleTag_07 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 75 ; in dist/sec + InitialVelocity = 75.0 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End @@ -852,9 +852,9 @@ Object StealthJetMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End Behavior = WeaponBonusUpgrade ModuleTag_99 @@ -886,8 +886,8 @@ Object StealthJetMissile CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact ; the crash bang crunch FX on the way through the bunker ceiling CrashThroughBunkerFXFrequency = 571 ; msec... how often to play the crash bang crunch FX on the way through the bunker ceiling - SeismicEffectRadius = 200 - SeismicEffectMagnitude = 5 + SeismicEffectRadius = 200.0 + SeismicEffectMagnitude = 5.0 ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName @@ -895,12 +895,12 @@ Object StealthJetMissile End Behavior = PhysicsBehavior ModuleTag_07 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 75 ; in dist/sec + InitialVelocity = 75.0 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition DetonateCallsKill = YES @@ -966,9 +966,9 @@ Object CarpetBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 @@ -1025,9 +1025,9 @@ Object AuroraBomb Behavior = PhysicsBehavior ModuleTag_03 Mass = 75.0 - AerodynamicFriction = 2 ; this is now friction-per-sec - ForwardFriction = 2 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 2.0 ; this is now friction-per-sec + ForwardFriction = 2.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, @@ -1040,9 +1040,9 @@ Object AuroraBomb TryToFollowTarget = NO FuelLifetime = 0 IgnitionDelay = 0 - InitialVelocity = 0 ; in dist/sec - DistanceToTravelBeforeTurning = 0 - DistanceToTargetBeforeDiving = 0 + InitialVelocity = 0.0 ; in dist/sec + DistanceToTravelBeforeTurning = 0.0 + DistanceToTargetBeforeDiving = 0.0 End Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. @@ -1218,7 +1218,7 @@ Object NeutronBlastObject KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ; *** ENGINEERING Parameters *** @@ -1236,7 +1236,7 @@ Object NeutronBlastObject End Behavior = NeutronBlastBehavior ModuleTag_06 - BlastRadius = 20 + BlastRadius = 20.0 AffectAirborne = NO AffectAllies = NO End @@ -1334,7 +1334,7 @@ Object ClusterMinesBomb Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 0 + VisionRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -1358,14 +1358,14 @@ Object ClusterMinesBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = GenerateMinefieldBehavior ModuleTag_05 MineName = ChinaClusterMine - DistanceAroundObject = 80 + DistanceAroundObject = 80.0 GenerateOnlyOnDeath = YES SmartBorder = YES SmartBorderSkipInterior = NO @@ -1408,7 +1408,7 @@ Object EMPPulseBomb Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ; how many "slots" we take in a transport (0 == not transportable) - VisionRange = 0 + VisionRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -1432,9 +1432,9 @@ Object EMPPulseBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End @@ -1504,9 +1504,9 @@ Object BlackMarketNuke Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 @@ -1555,7 +1555,7 @@ Object AnthraxBomb EditorSorting = SYSTEM TransportSlotCount = 1 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -1578,9 +1578,9 @@ Object AnthraxBomb Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 @@ -1640,7 +1640,7 @@ Object AnthraxBombGamma EditorSorting = SYSTEM TransportSlotCount = 1 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -1663,9 +1663,9 @@ Object AnthraxBombGamma Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Gamma @@ -1712,7 +1712,7 @@ Object DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -1744,9 +1744,9 @@ Object DaisyCutterBomb Locomotor = SET_NORMAL NONE Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 50.0 @@ -1784,8 +1784,8 @@ Object DaisyCutterGas Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 - AerodynamicFriction = 7 ; this is now friction-per-sec - ForwardFriction = 200 ; this is now friction-per-sec + AerodynamicFriction = 7.0 ; this is now friction-per-sec + ForwardFriction = 200.0 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 @@ -1823,7 +1823,7 @@ Object NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -1841,18 +1841,18 @@ Object NeutronMissile End Behavior = NeutronMissileUpdate ModuleTag_03 - DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first - MaxTurnRate = 7200 ; huge, since it turns off-camera + DistanceToTravelBeforeTurning = 300.0 ; goes straight up a long ways first + MaxTurnRate = 7200.0 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition - TargetFromDirectlyAbove = 500 ; aim for an intermediate spot directly above the target, so we come straight down onto it - SpecialAccelFactor = 1 + TargetFromDirectlyAbove = 500.0 ; aim for an intermediate spot directly above the target, so we come straight down onto it + SpecialAccelFactor = 1.0 SpecialSpeedTime = 1500 - SpecialSpeedHeight = 160 + SpecialSpeedHeight = 160.0 SpecialJitterDistance = 0.4 - DeliveryDecalRadius = 210 + DeliveryDecalRadius = 210.0 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL @@ -1878,12 +1878,12 @@ Object NeutronMissile Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 DestructionDelay = 3501 - ScorchMarkSize = 320 + ScorchMarkSize = 320.0 FXList = FX_Nuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -1892,8 +1892,8 @@ Object NeutronMissile Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -1902,8 +1902,8 @@ Object NeutronMissile Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -1912,8 +1912,8 @@ Object NeutronMissile Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -1922,8 +1922,8 @@ Object NeutronMissile Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -1932,8 +1932,8 @@ Object NeutronMissile Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ; damage within inner radius of the blast @@ -1942,18 +1942,18 @@ Object NeutronMissile Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage OCL = MIDPOINT OCL_NukeRadiationField @@ -1973,7 +1973,7 @@ Object CargoTruckNuke DisplayName = OBJECT:NeutronMissile EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -2000,12 +2000,12 @@ Object CargoTruckNuke Behavior = NeutronMissileSlowDeathBehavior ModuleTag_03 DestructionDelay = 3501 - ScorchMarkSize = 320 + ScorchMarkSize = 320.0 FXList = FX_Nuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2014,8 +2014,8 @@ Object CargoTruckNuke Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2024,8 +2024,8 @@ Object CargoTruckNuke Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2034,8 +2034,8 @@ Object CargoTruckNuke Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2044,8 +2044,8 @@ Object CargoTruckNuke Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -2054,8 +2054,8 @@ Object CargoTruckNuke Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ; damage within inner radius of the blast @@ -2064,18 +2064,18 @@ Object CargoTruckNuke Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage End @@ -2105,7 +2105,7 @@ Object ScudStormMissile KindOf = PROJECTILE ; BALLISTIC_MISSILE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -2129,10 +2129,10 @@ Object ScudStormMissile Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = NO FuelLifetime = 0 ; zero is infinite - InitialVelocity = 0 ; in dist/sec + InitialVelocity = 0.0 ; in dist/sec IgnitionFX = FX_ScudStormIgnition - DistanceToTravelBeforeTurning = 500 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + DistanceToTravelBeforeTurning = 500.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor @@ -2211,9 +2211,9 @@ Object NapalmMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -2236,12 +2236,12 @@ Object NapalmMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 75 ; in dist/sec + InitialVelocity = 75.0 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_NapalmMissileIgnition End @@ -2280,7 +2280,7 @@ Object ChinaJetMIGNapalmStriker Side = China TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 300 + ShroudClearingRange = 300.0 Prerequisites Object = ChinaAirfield End @@ -2348,7 +2348,7 @@ Object ChinaJetMIGNapalmStriker ScatterNearbyOnExit = NO OrientLikeContainerOnExit = YES KeepContainerVelocityOnExit = YES - ExitPitchRate = 30 + ExitPitchRate = 30.0 ExitBone = WeaponA AllowInsideKindOf = PROJECTILE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em @@ -2374,7 +2374,7 @@ Object ChinaJetMIGNapalmStriker GeometryHeight = 7.0 Shadow = SHADOW_VOLUME - ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. + ShadowSizeX = 89.0 ; minimum elevation angle above horizon. Used to limit shadow length. End @@ -2392,7 +2392,7 @@ Object TNTStickyBomb ; Created by Chinese Tank Hunters EditorSorting = SYSTEM TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ; Allow the sticky bomb to show itself to the user? - ShroudClearingRange = 75 + ShroudClearingRange = 75.0 ArmorSet Conditions = NONE Armor = InvulnerableAllArmor @@ -2408,7 +2408,7 @@ Object TNTStickyBomb ; Created by Chinese Tank Hunters KindOf = PROJECTILE MINE NO_COLLIDE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -2450,7 +2450,7 @@ Object BoobyTrap ; created by upgraded Rebels EditorSorting = SYSTEM TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 25.0 ; Allow the sticky bomb to show itself to the user? - ShroudClearingRange = 25 + ShroudClearingRange = 25.0 ArmorSet Conditions = NONE Armor = InvulnerableAllArmor @@ -2471,7 +2471,7 @@ Object BoobyTrap ; created by upgraded Rebels End Behavior = PhysicsBehavior ModuleTag_02 - Mass = 5 + Mass = 5.0 End Behavior = StickyBombUpdate ModuleTag_03 @@ -2504,7 +2504,7 @@ Object RemoteC4Charge ; Created by Colonel Burton EditorSorting = SYSTEM TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ; Allow the sticky bomb to show itself to the user? - ShroudClearingRange = 75 + ShroudClearingRange = 75.0 ArmorSet Conditions = NONE Armor = InvulnerableAllArmor @@ -2566,7 +2566,7 @@ Object TimedC4Charge ; Created by Colonel Burton EditorSorting = SYSTEM TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ; Allow the sticky bomb to show itself to the user? - ShroudClearingRange = 75 + ShroudClearingRange = 75.0 ArmorSet Conditions = NONE Armor = InvulnerableAllArmor @@ -2637,7 +2637,7 @@ Object DemoTrapDetonationObject ; The explodes-next-frame object when a Demo Tra KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 - Mass = 5 + Mass = 5.0 End ; This determines how long the bomb lives before it explodes (via SlowDeathBehavior) @@ -2691,9 +2691,9 @@ Object StingerMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -2716,16 +2716,16 @@ Object StingerMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 5000 - InitialVelocity = 200 ; in dist/sec + InitialVelocity = 200.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 5 + DistanceToTravelBeforeTurning = 5.0 IgnitionFX = NONE - DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. + DistanceToTargetForLock = 100.0 ; If it gets within 100 of the target, it kills the target. End Behavior = WeaponBonusUpgrade Upgrade_01 @@ -2776,9 +2776,9 @@ Object ComancheAntiTankMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -2801,14 +2801,14 @@ Object ComancheAntiTankMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 1000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 10 + DistanceToTravelBeforeTurning = 10.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL ComancheAntiTankMissileLocomotor @@ -2853,9 +2853,9 @@ Object ComancheRocketPodRocket ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -2878,14 +2878,14 @@ Object ComancheRocketPodRocket Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = NO FuelLifetime = 1000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 10 + DistanceToTravelBeforeTurning = 10.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL ComancheRocketPodLocomotor @@ -2927,9 +2927,9 @@ Object RocketBuggyMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -2977,16 +2977,16 @@ Object RocketBuggyMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 1800 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 3 + DistanceToTravelBeforeTurning = 3.0 IgnitionFX = FX_BuggyMissileIgnition - DistanceScatterWhenJammed = 100 + DistanceScatterWhenJammed = 100.0 End Locomotor = SET_NORMAL RocketBuggyMissileLocomotor @@ -3043,9 +3043,9 @@ Object SCUDMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -3068,16 +3068,16 @@ Object SCUDMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = NO FuelLifetime = 5000 IgnitionDelay = 0 ; IgnitionFX = FX_ScudStormIgnition ; NOT WORKING - InitialVelocity = 50 ; in dist/sec - DistanceToTravelBeforeTurning = 200 - DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 50.0 ; in dist/sec + DistanceToTravelBeforeTurning = 200.0 + DistanceToTargetBeforeDiving = 200.0 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDMissileLocomotor @@ -3155,9 +3155,9 @@ Object TomahawkMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 400 + SubdualDamageCap = 400.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -3180,20 +3180,20 @@ Object TomahawkMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition - InitialVelocity = 50 ; in dist/sec - DistanceToTravelBeforeTurning = 80 - DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 50.0 ; in dist/sec + DistanceToTravelBeforeTurning = 80.0 + DistanceToTargetBeforeDiving = 100.0 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. - DistanceToTargetForLock = 10 ; Short lock-on, as it looks better flying. jba. + DistanceToTargetForLock = 10.0 ; Short lock-on, as it looks better flying. jba. End Locomotor = SET_NORMAL TomahawkMissileLocomotor @@ -3255,16 +3255,16 @@ Object StrategyCenterArtilleryShell Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_BuggyMissileIgnition - InitialVelocity = 20 ; in dist/sec - DistanceToTravelBeforeTurning = 40 - DistanceToTargetBeforeDiving = 50 ; When I hit this close to target, I ignore PreferredHeight. + InitialVelocity = 20.0 ; in dist/sec + DistanceToTravelBeforeTurning = 40.0 + DistanceToTargetBeforeDiving = 50.0 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. End @@ -3311,9 +3311,9 @@ Object MissileDefenderMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -3336,14 +3336,14 @@ Object MissileDefenderMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES ; No FuelLifetime = 3000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 3 + DistanceToTravelBeforeTurning = 3.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL MissileDefenderMissileLocomotor @@ -3385,9 +3385,9 @@ Object TunnelDefenderMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -3414,14 +3414,14 @@ Object TunnelDefenderMissile End Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES ; No FuelLifetime = 1250 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 20 + DistanceToTravelBeforeTurning = 20.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TunnelDefenderMissileLocomotor @@ -3458,9 +3458,9 @@ Object TechnicalRPGMissile MaxHealth = 100.0 InitialHealth = 100.0 - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -3483,14 +3483,14 @@ Object TechnicalRPGMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 1000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 20 + DistanceToTravelBeforeTurning = 20.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TechnicalRPGMissileLocomotor @@ -3533,9 +3533,9 @@ Object TankHunterMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -3558,14 +3558,14 @@ Object TankHunterMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES ; No FuelLifetime = 1250 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 20 + DistanceToTravelBeforeTurning = 20.0 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TankHunterMissileLocomotor @@ -3615,16 +3615,16 @@ Object ToxinTruckStreamProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; toxins collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 500 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 @@ -3634,7 +3634,7 @@ Object ToxinTruckStreamProjectile Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:ToxinTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:ToxinTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -3682,16 +3682,16 @@ Object ToxinTruckStreamProjectileUpgraded End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 500 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 @@ -3700,7 +3700,7 @@ Object ToxinTruckStreamProjectileUpgraded Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:AnthraxTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:AnthraxTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -3789,17 +3789,17 @@ Object ToxinTruckSprayProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 50 + Mass = 50.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 1 - InitialVelocity = 1 ; in dist/sec + InitialVelocity = 1.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 0 - DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. + DistanceToTravelBeforeTurning = 0.0 + DistanceToTargetForLock = 0.0 ; If it gets within 100 of the target, it kills the target. End @@ -3866,22 +3866,22 @@ Object CleanupStreamProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 600 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 End Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:CleanupTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:CleanupTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -3929,16 +3929,16 @@ Object BioHazardCleanupStreamProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 500 - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 ; GarrisonHitKillRequiredKindOf = INFANTRY ; GarrisonHitKillForbiddenKindOf = NONE ; GarrisonHitKillCount = 2 @@ -3949,7 +3949,7 @@ Object BioHazardCleanupStreamProjectile Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:CleanupTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:CleanupTrail01 ; Covers the gap at the beginning of the line End Behavior = BoneFXDamage ModuleTag_07 @@ -4000,33 +4000,33 @@ Object DragonTankFlameProjectile End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 350 DetonateOnNoFuel = YES - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit - DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. + DistanceToTargetForLock = 0.0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL DragonTankFlameLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail01 ; Covers the gap at the beginning of the line - PristineParticleSystem2 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail02 - PristineParticleSystem3 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail03 - PristineParticleSystem4 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail04 - PristineParticleSystem5 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail06 + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail01 ; Covers the gap at the beginning of the line + PristineParticleSystem2 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail02 + PristineParticleSystem3 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail03 + PristineParticleSystem4 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail04 + PristineParticleSystem5 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail06 - PristineParticleSystem6 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerSmoke01 + PristineParticleSystem6 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerSmoke01 End Behavior = BoneFXDamage ModuleTag_07 @@ -4095,33 +4095,33 @@ Object DragonTankFlameProjectileUpgraded End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 AllowCollideForce = NO ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = NO FuelLifetime = 350 DetonateOnNoFuel = YES - InitialVelocity = 120 ; in dist/sec + InitialVelocity = 120.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 2 + DistanceToTravelBeforeTurning = 2.0 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit - DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. + DistanceToTargetForLock = 0.0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL DragonTankFlameLocomotor Behavior = BoneFXUpdate ModuleTag_06 - PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail01Upgraded ; Covers the gap at the beginning of the line - PristineParticleSystem2 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail02Upgraded - PristineParticleSystem3 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail03Upgraded - PristineParticleSystem4 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail04Upgraded - PristineParticleSystem5 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerTrail06Upgraded + PristineParticleSystem1 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail01Upgraded ; Covers the gap at the beginning of the line + PristineParticleSystem2 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail02Upgraded + PristineParticleSystem3 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail03Upgraded + PristineParticleSystem4 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail04Upgraded + PristineParticleSystem5 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerTrail06Upgraded - PristineParticleSystem6 = bone:NONE OnlyOnce:YES 0 0 PSys:FlameThrowerSmoke01 + PristineParticleSystem6 = bone:NONE OnlyOnce:YES 0.0 0.0 PSys:FlameThrowerSmoke01 End Behavior = BoneFXDamage ModuleTag_07 @@ -4164,14 +4164,14 @@ Object PointDefenseLaserBeam InnerBeamWidth = 0.005 ; The total width of the beam InnerColor = R:255 G:0 B:180 A:120 ; The inside color of the laser (hot) - OuterBeamWidth = 10 ; The total width of the beam + OuterBeamWidth = 10.0 ; The total width of the beam OuterColor = R:100 G:0 B:100 A:100 ; The outside color of the laser (cool) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. - ScrollRate = -2500 ; Scrolls the texture offset this fast -- towards(-) away(+) + ScrollRate = -2500.0 ; Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ; Number of segments -- more segments give a smoother curve (but more joints) Current max: 20 - SegmentOverlapRatio = 0 ; This value overlaps(+) or separates(-) the segments by ratio - TilingScalar = -3 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) + SegmentOverlapRatio = 0.0 ; This value overlaps(+) or separates(-) the segments by ratio + TilingScalar = -3.0 ; Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ; MaxIntensityLifetime = 2000 ; Laser stays at max intensity for the specified time in ms. ; FadeLifetime = 250 ; Laser will fade and delete. @@ -4297,8 +4297,8 @@ Object ParticleUplinkCannon_OrbitalLaser End ; *** DESIGN Parameters *** - VisionRange = 100 - ShroudClearingRange = 120 + VisionRange = 100.0 + ShroudClearingRange = 120.0 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE @@ -4387,8 +4387,8 @@ Object SupW_ParticleUplinkCannon_OrbitalLaser End ; *** DESIGN Parameters *** - VisionRange = 100 - ShroudClearingRange = 120 + VisionRange = 100.0 + ShroudClearingRange = 120.0 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE @@ -4405,7 +4405,7 @@ Object BinaryDataStream Draw = W3DLaserDraw ModuleTag_01 Texture = EXBinaryStream32.tga NumBeams = 1 ; Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 - InnerBeamWidth = 4 ; The total width of the beam + InnerBeamWidth = 4.0 ; The total width of the beam InnerColor = R:0 G:255 B:0 A:180 ; The inside color of the laser (hot) Tile = YES ; The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -0.25 ; Scrolls the texture offset this fast -- towards(-) away(+) @@ -4457,9 +4457,9 @@ Object ScorpionMissile ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers determine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -4505,14 +4505,14 @@ Object ScorpionMissile Behavior = PhysicsBehavior ModuleTag_06 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = YES FuelLifetime = 4000 - InitialVelocity = 150 ; in dist/sec + InitialVelocity = 150.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 30 + DistanceToTravelBeforeTurning = 30.0 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL ScorpionMissileLocomotor @@ -4560,20 +4560,20 @@ Object RangerFlashBangGrenade End Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 End Behavior = DumbProjectileBehavior ModuleTag_05 ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 70% GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 10 ; ensure that a single grenade clears out all garrisoned buildings. GarrisonHitKillFX = FX_FlashBangGarrisonBuildingHit - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Geometry = SPHERE @@ -4636,11 +4636,11 @@ Object ScorpionTankShell Behavior = DumbProjectileBehavior ModuleTag_06 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_07 @@ -4715,11 +4715,11 @@ Object MarauderTankShell Behavior = DumbProjectileBehavior ModuleTag_06 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_07 @@ -4763,11 +4763,11 @@ Object GenericTankShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -4811,11 +4811,11 @@ Object BattleMasterTankShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -4863,11 +4863,11 @@ Object OverlordTankShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -4922,11 +4922,11 @@ Object NukeCannonShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 70% - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 @@ -4974,11 +4974,11 @@ Object NeutronCannonShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 70% - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. DetonateCallsKill = YES End @@ -4987,7 +4987,7 @@ Object NeutronCannonShell End Behavior = NeutronBlastBehavior ModuleTag_06 - BlastRadius = 70 + BlastRadius = 70.0 AffectAirborne = NO End @@ -5033,15 +5033,15 @@ Object InfernoTankShell Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 20% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 - Mass = 10 + Mass = 10.0 End Behavior = HeightDieUpdate ModuleTag_06 @@ -5099,15 +5099,15 @@ Object InfernoTankShellUpgraded Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 50 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 150 + FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 150.0 FirstPercentIndent = 20% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 - Mass = 10 + Mass = 10.0 End Behavior = HeightDieUpdate ModuleTag_06 @@ -5165,11 +5165,11 @@ Object GLAAngryMobRockProjectileObject TumbleRandomly = YES ; not implemented, alas DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 10 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 10 + FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 10.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 ; lorenzen sez, please keep this, it allows tumbling @@ -5214,11 +5214,11 @@ Object GLAAngryMobMolotovCocktailProjectileObject TumbleRandomly = YES ; not implemented, alas DetonateCallsKill = YES ; To tweak a Bezier path, please see GS - FirstHeight = 30 ; TALL ARC LOOK GOOD - SecondHeight = 30 ; TALL ARC LOOK GOOD + FirstHeight = 30.0 ; TALL ARC LOOK GOOD + SecondHeight = 30.0 ; TALL ARC LOOK GOOD FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_04 ; lorenzen sez, please keep this, it allows tumbling @@ -5306,12 +5306,12 @@ Object ChinaArtilleryBarrageShell ; End Behavior = PhysicsBehavior ModuleTag_08 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_09 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 30 ; in dist/sec + InitialVelocity = 30.0 ; in dist/sec IgnitionDelay = 0 End ; It's a missile, it needs to hit so it can be +DETONATED @@ -5432,7 +5432,7 @@ Object LeafletContainer EditorSorting = SYSTEM TransportSlotCount = 10 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -5462,9 +5462,9 @@ Object LeafletContainer Locomotor = SET_NORMAL NONE Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 22 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 22.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 5.0 @@ -5523,7 +5523,7 @@ Object CruiseMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 TransportSlotCount = 10 ArmorSet Conditions = NONE @@ -5541,18 +5541,18 @@ Object CruiseMissile End Behavior = NeutronMissileUpdate ModuleTag_03 - DistanceToTravelBeforeTurning = 200 ; goes straight up a long ways first - MaxTurnRate = 7200 ; huge, since it turns off-camera + DistanceToTravelBeforeTurning = 200.0 ; goes straight up a long ways first + MaxTurnRate = 7200.0 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition - TargetFromDirectlyAbove = 10 ; aim for an intermediate spot directly above the target, so we come straight down onto it - SpecialAccelFactor = 1 + TargetFromDirectlyAbove = 10.0 ; aim for an intermediate spot directly above the target, so we come straight down onto it + SpecialAccelFactor = 1.0 SpecialSpeedTime = 1500 - SpecialSpeedHeight = 160 + SpecialSpeedHeight = 160.0 SpecialJitterDistance = 0.4 - DeliveryDecalRadius = 210 + DeliveryDecalRadius = 210.0 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL @@ -5584,12 +5584,12 @@ Object CruiseMissile ; Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 ; DestructionDelay = 1001 - ; ScorchMarkSize = 320 + ; ScorchMarkSize = 320.0 ; FXList = FX_Nuke ; Blast1Enabled = YES - ; Blast1Delay = 80 ; in milliseconds - ; Blast1ScorchDelay = 100 ; in milliseconds + ; Blast1Delay = 80.0 ; in milliseconds + ; Blast1ScorchDelay = 100.0 ; in milliseconds ; Blast1InnerRadius = 60.0 ; objects inside this get the full damage ; Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage ; Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -5598,8 +5598,8 @@ Object CruiseMissile ; Blast1PushForce = 10.0 ; higher #'s push more ; Blast2Enabled = YES - ; Blast2Delay = 160 ; in milliseconds - ; Blast2ScorchDelay = 180 ; in milliseconds + ; Blast2Delay = 160.0 ; in milliseconds + ; Blast2ScorchDelay = 180.0 ; in milliseconds ; Blast2InnerRadius = 90.0 ; objects inside this get the full damage ; Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage ; Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -5608,8 +5608,8 @@ Object CruiseMissile ; Blast2PushForce = 8.0 ; higher #'s push more ; Blast3Enabled = YES - ; Blast3Delay = 220 ; in milliseconds - ; Blast3ScorchDelay = 260 ; in milliseconds + ; Blast3Delay = 220.0 ; in milliseconds + ; Blast3ScorchDelay = 260.0 ; in milliseconds ; Blast3InnerRadius = 120.0 ; objects inside this get the full damage ; Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage ; Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -5618,8 +5618,8 @@ Object CruiseMissile ; Blast3PushForce = 6.0 ; higher #'s push more ; Blast4Enabled = YES - ; Blast4Delay = 350 ; in milliseconds - ; Blast4ScorchDelay = 340 ; in milliseconds + ; Blast4Delay = 350.0 ; in milliseconds + ; Blast4ScorchDelay = 340.0 ; in milliseconds ; Blast4InnerRadius = 150.0 ; objects inside this get the full damage ; Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage ; Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -5628,8 +5628,8 @@ Object CruiseMissile ; Blast4PushForce = 6.0 ; higher #'s push more ; Blast5Enabled = YES - ; Blast5Delay = 500 ; in milliseconds - ; Blast5ScorchDelay = 420 ; in milliseconds + ; Blast5Delay = 500.0 ; in milliseconds + ; Blast5ScorchDelay = 420.0 ; in milliseconds ; Blast5InnerRadius = 180.0 ; objects inside this get the full damage ; Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage ; Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -5638,8 +5638,8 @@ Object CruiseMissile ; Blast5PushForce = 6.0 ; higher #'s push more ; Blast6Enabled = YES - ; Blast6Delay = 680 ; in milliseconds - ; Blast6ScorchDelay = 500 ; in milliseconds + ; Blast6Delay = 680.0 ; in milliseconds + ; Blast6ScorchDelay = 500.0 ; in milliseconds ; Blast6InnerRadius = 60.0 ; objects inside this get the full damage ; Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage ; Blast6MaxDamage = 1500.0 ; damage within inner radius of the blast @@ -5648,18 +5648,18 @@ Object CruiseMissile ; Blast6PushForce = 4.0 ; higher #'s push more ; Blast7Enabled = NO - ; Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - ; Blast7ScorchDelay = 620 ; in milliseconds + ; Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + ; Blast7ScorchDelay = 620.0 ; in milliseconds ; Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage ; Blast8Enabled = NO - ; Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - ; Blast8ScorchDelay = 700 ; in milliseconds + ; Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + ; Blast8ScorchDelay = 700.0 ; in milliseconds ; Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage ; Blast9Enabled = NO - ; Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - ; Blast9ScorchDelay = 800 ; in milliseconds + ; Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + ; Blast9ScorchDelay = 800.0 ; in milliseconds ; Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage ; OCL = MIDPOINT OCL_NukeRadiationField @@ -5704,7 +5704,7 @@ Object SupW_AuroraFuelAirBomb EditorSorting = SYSTEM TransportSlotCount = 10 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE Armor = ProjectileArmor @@ -5731,17 +5731,17 @@ Object SupW_AuroraFuelAirBomb Behavior = PhysicsBehavior ModuleTag_05 Mass = 75.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 33 ; this is now friction-per-sec - CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 33.0 ; this is now friction-per-sec + CenterOfMassOffset = 2.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = MissileAIUpdate ModuleTag_06 TryToFollowTarget = NO FuelLifetime = 0 IgnitionDelay = 0 - InitialVelocity = 0 ; in dist/sec - DistanceToTravelBeforeTurning = 0 - DistanceToTargetBeforeDiving = 0 + InitialVelocity = 0.0 ; in dist/sec + DistanceToTravelBeforeTurning = 0.0 + DistanceToTargetBeforeDiving = 0.0 End Behavior = HeightDieUpdate ModuleTag_07 TargetHeight = 15.0 @@ -5769,8 +5769,8 @@ Object SupW_AuroraFuelAirGas Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 - AerodynamicFriction = 7 ; this is now friction-per-sec - ForwardFriction = 200 ; this is now friction-per-sec + AerodynamicFriction = 7.0 ; this is now friction-per-sec + ForwardFriction = 200.0 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 15.0 @@ -5809,7 +5809,7 @@ Object PatriotMissileEMP DisplayName = OBJECT:PatriotMissile EditorSorting = SYSTEM VisionRange = 300.0 - ShroudClearingRange = 0 + ShroudClearingRange = 0.0 ArmorSet Conditions = NONE @@ -5823,9 +5823,9 @@ Object PatriotMissileEMP MaxHealth = 100.0 InitialHealth = 100.0 - SubdualDamageCap = 200 + SubdualDamageCap = 200.0 SubdualDamageHealRate = 100000 - SubdualDamageHealAmount = 50 + SubdualDamageHealAmount = 50.0 End @@ -5852,15 +5852,15 @@ Object PatriotMissileEMP Behavior = PhysicsBehavior ModuleTag_04 - Mass = 1 + Mass = 1.0 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = YES FuelLifetime = 10000 - InitialVelocity = 50 ; in dist/sec + InitialVelocity = 50.0 ; in dist/sec IgnitionDelay = 0 - DistanceToTravelBeforeTurning = 5 - DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. + DistanceToTravelBeforeTurning = 5.0 + DistanceToTargetForLock = 100.0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor @@ -5907,9 +5907,9 @@ Object PatriotMissileEMPHelper End Behavior = PhysicsBehavior ModuleTag_03 Mass = 1.0 - AerodynamicFriction = 1 ; this is now friction-per-sec - ForwardFriction = 22 ; this is now friction-per-sec - CenterOfMassOffset = 0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back + AerodynamicFriction = 1.0 ; this is now friction-per-sec + ForwardFriction = 22.0 ; this is now friction-per-sec + CenterOfMassOffset = 0.0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 5.0 @@ -5926,7 +5926,7 @@ Object PatriotMissileEMPHelper TargetScaleMax = 7.00 StartColor = R:0 G:255 B:255 EndColor = R:0 G:128 B:128 - EffectRadius = 10 + EffectRadius = 10.0 DisableFXParticleSystem = EMPSparks ; DoesNotAffect = ALLIES ; Kris: Patch 1.01 (It affects our units, but not our buildings). DoesNotAffectMyOwnBuildings = YES @@ -6037,11 +6037,11 @@ Object USSBenderGunShell Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS - FirstHeight = 110 ; Height of the Bezier control points above the highest intervening terrain - SecondHeight = 110 + FirstHeight = 110.0 ; Height of the Bezier control points above the highest intervening terrain + SecondHeight = 110.0 FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed SecondPercentIndent = 90% - FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. + FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 diff --git a/GeneralsZH/Data/INI/ObjectCreationList.ini b/GeneralsZH/Data/INI/ObjectCreationList.ini index f7f6650..06b9e30 100644 --- a/GeneralsZH/Data/INI/ObjectCreationList.ini +++ b/GeneralsZH/Data/INI/ObjectCreationList.ini @@ -6,15 +6,15 @@ ObjectCreationList OCL_CreateDamagedBarrel CreateDebris ModelNames = PMBarrel01_D1 - Offset = X:0 Y:0 Z:0 - Mass = 2 + Offset = X:0.0 Y:0.0 Z:0.0 + Mass = 2.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 5 - MaxForceMagnitude = 7 - SpinRate = 180 - MinForcePitch = 75 - MaxForcePitch = 90 + MinForceMagnitude = 5.0 + MaxForceMagnitude = 7.0 + SpinRate = 180.0 + MinForcePitch = 75.0 + MaxForcePitch = 90.0 ParticleSystem = BlackTrail End End @@ -173,7 +173,7 @@ End ObjectCreationList OCL_MiGFirestorm CreateObject ObjectNames = MiGFirestorm - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End @@ -185,178 +185,178 @@ ObjectCreationList OCL_TankerTruckExplode CreateDebris ModelNames = CVTanker_d03 Offset = x:-16.887 y:2.588 z:6.751 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d09 Offset = x:-10.682 y:4.327 z:2.929 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d10 Offset = x:-10.682 y:-4.272 z:2.929 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d11 ; wheel Offset = x:-2.651 y:-4.119 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d12 ; wheel Offset = x:-2.651 y:4.062 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d13 ; wheel Offset = x:2.73 y:4.062 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d14 ; wheel Offset = x:2.73 y:-4.119 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d15 Offset = x:-7.869 y:0.07 z:3.663 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d16 ; wheel Offset = x:-17.47 y:4.423 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d17 ; wheel Offset = x:-17.47 y:-4.374 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d20 Offset = x:-0.773 y:0.07 z:3.663 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d21 Offset = x:34.293 y:-0.009 z:3.673 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d22 ; wheel Offset = x:31.646 y:4.062 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d23 ; wheel Offset = x:31.646 y:-4.119 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d24 ; wheel Offset = x:37.026 y:4.062 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d25 ; wheel Offset = x:37.026 y:-4.119 z:2.203 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d26 Offset = x:42.924 y:-0.016 z:2.854 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d27 Offset = x:40.859 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d28 Offset = x:40.859 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d29 Offset = x:35.111 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d30 Offset = x:28.222 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d31 Offset = x:21.665 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d32 Offset = x:14.347 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d33 Offset = x:7.173 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVTanker_d34 Offset = x:-0.105 y:0.128 z:13.615 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End End @@ -364,269 +364,269 @@ End ObjectCreationList OCL_BigRigExplode CreateDebris ModelNames = CVBigRig_d01 - Offset = X:-12.5 Y:-2 Z:8 - Mass = 5 + Offset = X:-12.5 Y:-2.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d02 - Offset = X:-12.5 Y:3 Z:8 - Mass = 5 + Offset = X:-12.5 Y:3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d03 - Offset = X:-17 Y:2.5 Z:7 - Mass = 5 + Offset = X:-17.0 Y:2.5 Z:7.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d04 - Offset = X:-20 Y:-1.5 Z:5 - Mass = 5 + Offset = X:-20.0 Y:-1.5 Z:5.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d05 - Offset = X:-17 Y:-2.75 Z:7 - Mass = 5 + Offset = X:-17.0 Y:-2.75 Z:7.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d06 - Offset = X:-20.5 Y:2 Z:5.5 - Mass = 5 + Offset = X:-20.5 Y:2.0 Z:5.5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d07 - Offset = X:-18 Y:-4 Z:4 - Mass = 5 + Offset = X:-18.0 Y:-4.0 Z:4.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d08 - Offset = X:-18 Y:4 Z:4 - Mass = 5 + Offset = X:-18.0 Y:4.0 Z:4.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d09 - Offset = X:-10 Y:4 Z:3 - Mass = 5 + Offset = X:-10.0 Y:4.0 Z:3.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d10 - Offset = X:-10 Y:-4 Z:3 - Mass = 5 + Offset = X:-10.0 Y:-4.0 Z:3.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d11 - Offset = X:-3 Y:-4 Z:2 - Mass = 3 + Offset = X:-3.0 Y:-4.0 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d12 - Offset = X:-3 Y:4 Z:2 - Mass = 3 + Offset = X:-3.0 Y:4.0 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d13 - Offset = X:3 Y:4 Z:2 - Mass = 3 + Offset = X:3.0 Y:4.0 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d14 - Offset = X:3 Y:-4 Z:2 - Mass = 3 + Offset = X:3.0 Y:-4.0 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d15 - Offset = X:-8 Y:0 Z:3.5 - Mass = 3 + Offset = X:-8.0 Y:0.0 Z:3.5 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d16 - Offset = X:-17.5 Y:4.5 Z:2 - Mass = 3 + Offset = X:-17.5 Y:4.5 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d17 - Offset = X:-17.5 Y:-4.5 Z:2 - Mass = 3 + Offset = X:-17.5 Y:-4.5 Z:2.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d18 - Offset = X:-9 Y:4.5 Z:13.5 - Mass = 3 + Offset = X:-9.0 Y:4.5 Z:13.5 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d19 - Offset = X:-9 Y:4.5 Z:8 - Mass = 3 + Offset = X:-9.0 Y:4.5 Z:8.0 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d03 - Offset = X:-1 Y:0 Z:3.5 - Mass = 3 + Offset = X:-1.0 Y:0.0 Z:3.5 + Mass = 3.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d04 - Offset = X:36 Y:3 Z:8 - Mass = 5 + Offset = X:36.0 Y:3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d05 - Offset = X:35 Y:3 Z:13 - Mass = 5 + Offset = X:35.0 Y:3.0 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d06 - Offset = X:35 Y:-3 Z:13 - Mass = 5 + Offset = X:35.0 Y:-3.0 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d03 - Offset = X:36 Y:-3 Z:8 - Mass = 5 + Offset = X:36.0 Y:-3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d04 - Offset = X:19 Y:3.5 Z:13.5 - Mass = 5 + Offset = X:19.0 Y:3.5 Z:13.5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d05 - Offset = X:19 Y:-3.5 Z:13 - Mass = 5 + Offset = X:19.0 Y:-3.5 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d27 - Offset = X:18.5 Y:-4 Z:7 - Mass = 5 + Offset = X:18.5 Y:-4.0 Z:7.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d28 - Offset = X:34 Y:0 Z:3.5 - Mass = 5 + Offset = X:34.0 Y:0.0 Z:3.5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d03 - Offset = X:4 Y:-3.5 Z:13 - Mass = 5 + Offset = X:4.0 Y:-3.5 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d04 - Offset = X:4 Y:3 Z:13 - Mass = 5 + Offset = X:4.0 Y:3.0 Z:13.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d05 - Offset = X:2 Y:3 Z:8 - Mass = 5 + Offset = X:2.0 Y:3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d06 - Offset = X:2 Y:-3 Z:8 - Mass = 5 + Offset = X:2.0 Y:-3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d33 - Offset = X:31.5 Y:4 Z:2 - Mass = 5 + Offset = X:31.5 Y:4.0 Z:2.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d34 - Offset = X:31.5 Y:-4 Z:2 - Mass = 5 + Offset = X:31.5 Y:-4.0 Z:2.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d35 - Offset = X:37 Y:4 Z:2 - Mass = 5 + Offset = X:37.0 Y:4.0 Z:2.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d36 - Offset = X:37 Y:-4 Z:2 - Mass = 5 + Offset = X:37.0 Y:-4.0 Z:2.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d37 - Offset = X:43 Y:0 Z:3 - Mass = 5 + Offset = X:43.0 Y:0.0 Z:3.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End CreateDebris ModelNames = CVBigRig_d38 - Offset = X:19 Y:3 Z:8 - Mass = 5 + Offset = X:19.0 Y:3.0 Z:8.0 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End End @@ -635,7 +635,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X01 Offset = X:6.7 Y:2.098 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -643,7 +643,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X02 Offset = X:6.824 Y:-0.988 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -651,7 +651,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -659,7 +659,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X04 Offset = X:5.804 Y:-3.499 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -667,7 +667,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X05 Offset = X:5.815 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -675,7 +675,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -683,7 +683,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X07 Offset = X:-8.281 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -691,7 +691,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X08 Offset = X:-7.615 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -699,7 +699,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X09 Offset = X:-2.032 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -707,7 +707,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X10 Offset = X:0.776 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -715,7 +715,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -723,7 +723,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X12 Offset = X:-1.164 Y:-1.128 Z:7.401 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -731,7 +731,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X13 Offset = X:-1.164 Y:-1.498 Z:7.401 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -739,7 +739,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X14 Offset = X:-3.074 Y:-0.303 Z:6.468 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -747,7 +747,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X15 Offset = X:2.602 Y:3.652 Z:3.923 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -755,7 +755,7 @@ ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X16 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -767,7 +767,7 @@ End ObjectCreationList OCL_CrusaderTank_CrushEffect CreateObject ObjectNames = DeadCrusaderHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -779,7 +779,7 @@ End ObjectCreationList OCL_TechnicalJeep_CrushEffect CreateObject ObjectNames = DeadTechnicalJeepHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -791,7 +791,7 @@ End ObjectCreationList OCL_TechnicalVan_CrushEffect CreateObject ObjectNames = DeadTechnicalVanHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -803,7 +803,7 @@ End ObjectCreationList OCL_TechnicalTruck_CrushEffect CreateObject ObjectNames = DeadTechnicalTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -815,7 +815,7 @@ End ObjectCreationList OCL_RocketBuggy_CrushEffect CreateObject ObjectNames = DeadRocketBuggyHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -826,7 +826,7 @@ End ObjectCreationList OCL_SCUDLauncherDeathEffect CreateObject ObjectNames = DeadSCUDLauncherHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -851,7 +851,7 @@ ObjectCreationList OCL_SCUDLauncherDeathEffect CreateDebris ModelNames = UVScudLchr_d4 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -863,7 +863,7 @@ End ObjectCreationList OCL_ChinaSupplyTruck_CrushEffect CreateObject ObjectNames = DeadChinaSupplyTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -874,7 +874,7 @@ End ObjectCreationList OCL_ChinaSupplyTruckDeathEffect CreateObject ObjectNames = DeadChinaSupplyTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -917,7 +917,7 @@ End ObjectCreationList OCL_InfernoCannonDeathEffect CreateObject ObjectNames = InfernoCannonHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -946,7 +946,7 @@ End ObjectCreationList OCL_ToxinTractorDeathEffect CreateObject ObjectNames = DeadToxinTractorHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -980,7 +980,7 @@ ObjectCreationList OCL_ToxinTractorDeathEffect CreateDebris ModelNames = UVToxinTrk_d4 Offset = X:-8.734 Y:7.505 Z:5.078 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -988,7 +988,7 @@ ObjectCreationList OCL_ToxinTractorDeathEffect CreateDebris ModelNames = UVToxinTrk_d4 Offset = X:-8.734 Y:-7.505 Z:5.078 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -996,7 +996,7 @@ ObjectCreationList OCL_ToxinTractorDeathEffect CreateDebris ModelNames = UVToxinTrk_d5 Offset = X:1.886 Y:4.701 Z:6.593 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -1004,7 +1004,7 @@ ObjectCreationList OCL_ToxinTractorDeathEffect CreateDebris ModelNames = UVToxinTrk_d5 Offset = X:1.886 Y:-4.701 Z:6.593 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -1014,7 +1014,7 @@ End ObjectCreationList OCL_GLAPOWTruckDeathEffect CreateObject ObjectNames = DeadGLAPOWTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1087,7 +1087,7 @@ End ObjectCreationList OCL_ChinaPOWTruckDeathEffect CreateObject ObjectNames = DeadChinaPOWTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1133,7 +1133,7 @@ End ObjectCreationList OCL_BombTruckDeathEffect CreateObject ObjectNames = DeadBombTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1182,7 +1182,7 @@ ObjectCreationList OCL_BombTruckDeathEffect CreateDebris ModelNames = UVBmbTruk_d4 Offset = X:-18.792 Y:0.0 Z:3.863 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 @@ -1193,7 +1193,7 @@ End ObjectCreationList OCL_GenericTankDeathEffect CreateObject ObjectNames = DeadCrusaderHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1306,7 +1306,7 @@ End ObjectCreationList OCL_LaserTankDeathEffect CreateObject ObjectNames = DeadLaserTankHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1419,7 +1419,7 @@ End ObjectCreationList OCL_MicrowaveTankDeath_CrushEffect CreateObject ObjectNames = DeadMicrowaveHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1431,7 +1431,7 @@ End ObjectCreationList OCL_MicrowaveTankDeath CreateObject ObjectNames = DeadMicrowaveHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1468,7 +1468,7 @@ End ObjectCreationList OCL_MarauderTankDeathEffect CreateObject ObjectNames = DeadMarauderHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1505,7 +1505,7 @@ End ObjectCreationList OCL_PaladinTankDeathEffect CreateObject ObjectNames = DeadPaladinHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1534,7 +1534,7 @@ End ObjectCreationList OCL_AvengerTankDeathEffect CreateObject ObjectNames = DeadAvengerHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1548,7 +1548,7 @@ End ObjectCreationList OCL_ScorpionTankDeathEffect CreateObject ObjectNames = DeadScorpionHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1563,7 +1563,7 @@ ObjectCreationList OCL_ScorpionTankDeathEffect End CreateDebris ModelNames = AVPowTruck_d3 - Offset = X:-19.262 Y:0 Z:6.23 + Offset = X:-19.262 Y:0.0 Z:6.23 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING @@ -1585,7 +1585,7 @@ End ObjectCreationList OCL_MilitiaTankDeathEffect CreateObject ObjectNames = DestroyedMilitiaTank - Offset = X:-4.2 Y:0 Z:0 + Offset = X:-4.2 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1623,7 +1623,7 @@ End ObjectCreationList OCL_RadarVanDeathEffect CreateObject ObjectNames = DeadRadarVanHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1658,7 +1658,7 @@ End ObjectCreationList OCL_QuadCannonDeathEffect CreateObject ObjectNames = DeadQuadCannonHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -1754,7 +1754,7 @@ ObjectCreationList OCL_AmericaVehicleTomahawkDie CreateDebris ModelNames = AVTomahawk_D2 Offset = X:-3.001 Y:5.79 Z:12.829 - Mass = 8 + Mass = 8.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -1763,7 +1763,7 @@ ObjectCreationList OCL_AmericaVehicleTomahawkDie CreateDebris ModelNames = AVTomahawk_D3 Offset = X:-2.643 Y:-0.349 Z:9.954 - Mass = 8 + Mass = 8.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -1772,7 +1772,7 @@ ObjectCreationList OCL_AmericaVehicleTomahawkDie CreateDebris ModelNames = AVTomahawk_D4 Offset = X:-3.499 Y:-3.779 Z:8.132 - Mass = 8 + Mass = 8.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -1791,26 +1791,26 @@ ObjectCreationList OCL_ChinaVehicleNukeCannonDie End CreateDebris ModelNames = NVNukeCn_D2 - Offset = X:3.191 Y:0 Z:7.094 + Offset = X:3.191 Y:0.0 Z:7.094 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVNukeCn_D3 - Offset = X:11.018 Y:0 Z:6.837 + Offset = X:11.018 Y:0.0 Z:6.837 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End CreateDebris @@ -1818,11 +1818,11 @@ ObjectCreationList OCL_ChinaVehicleNukeCannonDie Offset = X:4.195 Y:-4.84 Z:13.178 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End End @@ -1840,7 +1840,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1848,7 +1848,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1856,7 +1856,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1864,7 +1864,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1872,7 +1872,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1880,7 +1880,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1888,7 +1888,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1896,7 +1896,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X08 Offset = X:-7.615 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1904,7 +1904,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X09 Offset = X:-2.032 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1912,7 +1912,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X10 Offset = X:0.776 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1920,7 +1920,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING @@ -1929,7 +1929,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X12 Offset = X:-3.074 Y:-0.303 Z:6.468 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1937,7 +1937,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X13 Offset = X:2.602 Y:3.652 Z:3.923 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1945,7 +1945,7 @@ ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X14 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -1957,7 +1957,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1965,7 +1965,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1973,7 +1973,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1981,7 +1981,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1989,7 +1989,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -1997,7 +1997,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2005,7 +2005,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2013,7 +2013,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X08 Offset = X:-7.615 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2021,7 +2021,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X09 Offset = X:-2.032 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2029,7 +2029,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X10 Offset = X:0.776 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2037,7 +2037,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2045,7 +2045,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X12 Offset = X:-3.074 Y:-0.303 Z:6.468 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2053,7 +2053,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X13 Offset = X:2.602 Y:3.652 Z:3.923 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2061,7 +2061,7 @@ ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X14 Offset = X:-9.828 Y:-1.889 Z:2.636 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 @@ -2073,54 +2073,54 @@ ObjectCreationList OCL_LimoExplode CreateDebris ModelNames = CVLimo3_D2 Offset = X:-15.962 Y:0.019 Z:4.649 - Mass = 40 + Mass = 40.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 130 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 130.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End CreateDebris ModelNames = CVLimo3_D3 Offset = X:13.202 Y:5.126 Z:1.975 - Mass = 40 + Mass = 40.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 130 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 130.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End CreateDebris ModelNames = CVLimo3_D4 Offset = X:-12.731 Y:-5.12 Z:1.975 - Mass = 40 + Mass = 40.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 130 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 130.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End CreateDebris ModelNames = CVLimo3_D5 Offset = X:13.62 Y:-0.013 Z:5.302 - Mass = 40 + Mass = 40.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 130 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 130.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End CreateObject ObjectNames = CarLimo03DeadHull - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End @@ -2130,92 +2130,92 @@ End ObjectCreationList OCL_SmallStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 - Mass = 40 + Offset = X:15.0 Y:15.0 Z:5.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 - Mass = 40 + Offset = X:-15.0 Y:-15.0 Z:5.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 - Mass = 40 + Offset = X:-15.0 Y:15.0 Z:5.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 - Mass = 40 + Offset = X:15.0 Y:-15.0 Z:5.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 - Mass = 40 + Offset = X:15.0 Y:15.0 Z:15.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 - Mass = 40 + Offset = X:-15.0 Y:-15.0 Z:15.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 - Mass = 40 + Offset = X:-15.0 Y:15.0 Z:15.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 - Mass = 40 + Offset = X:15.0 Y:-15.0 Z:15.0 + Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:0 Y:0 Z:25 - Mass = 40 + Offset = X:0.0 Y:0.0 Z:25.0 + Mass = 40.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:40 - Mass = 40 + Offset = X:0.0 Y:0.0 Z:40.0 + Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End End @@ -2227,99 +2227,99 @@ ObjectCreationList OCL_ParticleUplinkDeathFinal ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 6 RequiresLivePlayer = YES End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 + Offset = X:15.0 Y:15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 + Offset = X:-15.0 Y:-15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 + Offset = X:-15.0 Y:15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 + Offset = X:15.0 Y:-15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:40 + Offset = X:0.0 Y:0.0 Z:40.0 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End End @@ -2329,11 +2329,11 @@ ObjectCreationList OCL_GenericWallSegmentDebris ; @todo srj -- nothing for now. ; CreateDebris ; ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - ; Offset = X:0 Y:0 Z:40 - ; Mass = 40 + ; Offset = X:0.0 Y:0.0 Z:40.0 + ; Mass = 40.0 ; Count = 5 ; Disposition = SEND_IT_FLYING - ; DispositionIntensity = 3 + ; DispositionIntensity = 3.0 ; End End @@ -2342,7 +2342,7 @@ End ObjectCreationList OCL_AmericanScoutDrone CreateObject - Offset = X:-8 Y:0 Z:10 ; Spawn at backpack offset + Offset = X:-8.0 Y:0.0 Z:10.0 ; Spawn at backpack offset ObjectNames = AmericaVehicleScoutDrone IgnorePrimaryObstacle = YES Disposition = LIKE_EXISTING @@ -2356,7 +2356,7 @@ End ObjectCreationList OCL_AmericanBattleDrone CreateObject - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 ObjectNames = AmericaVehicleBattleDrone IgnorePrimaryObstacle = YES Disposition = LIKE_EXISTING @@ -2370,7 +2370,7 @@ End ObjectCreationList OCL_AmericanHellfireDrone CreateObject - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 ObjectNames = AmericaVehicleHellfireDrone IgnorePrimaryObstacle = YES Disposition = LIKE_EXISTING @@ -2388,7 +2388,7 @@ ObjectCreationList OCL_AmericanRangerDebris01 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 1 RequiresLivePlayer = YES End @@ -2399,7 +2399,7 @@ ObjectCreationList OCL_AmericanRangerDebris02 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 2 RequiresLivePlayer = YES End @@ -2410,7 +2410,7 @@ ObjectCreationList OCL_AmericanRangerDebris03 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 3 RequiresLivePlayer = YES End @@ -2421,7 +2421,7 @@ ObjectCreationList OCL_AmericanRangerDebris04 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 4 RequiresLivePlayer = YES End @@ -2432,7 +2432,7 @@ ObjectCreationList OCL_AmericanRangerDebris05 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 5 RequiresLivePlayer = YES End @@ -2443,7 +2443,7 @@ ObjectCreationList OCL_AmericanRangerDebris06 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 6 RequiresLivePlayer = YES End @@ -2454,7 +2454,7 @@ ObjectCreationList OCL_AmericanRangerDebris07 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 7 RequiresLivePlayer = YES End @@ -2465,7 +2465,7 @@ ObjectCreationList OCL_AmericanRangerDebris08 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 8 RequiresLivePlayer = YES End @@ -2476,7 +2476,7 @@ ObjectCreationList OCL_AmericanRangerDebris09 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 9 RequiresLivePlayer = YES End @@ -2487,7 +2487,7 @@ ObjectCreationList OCL_AmericanRangerDebris10 ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 10 RequiresLivePlayer = YES End @@ -2498,92 +2498,92 @@ End ObjectCreationList OCL_LargeStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 + Offset = X:15.0 Y:15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 + Offset = X:-15.0 Y:-15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 + Offset = X:-15.0 Y:15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 + Offset = X:15.0 Y:-15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 Mass = 40.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:40 + Offset = X:0.0 Y:0.0 Z:40.0 Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End End @@ -2593,127 +2593,127 @@ End ObjectCreationList OCL_VeryLargeStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 + Offset = X:15.0 Y:15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 + Offset = X:-15.0 Y:-15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 + Offset = X:-15.0 Y:15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 + Offset = X:15.0 Y:-15.0 Z:15.0 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-15 Y:15 Z:40 + Offset = X:-15.0 Y:15.0 Z:40.0 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:15 Y:-15 Z:40 + Offset = X:15.0 Y:-15.0 Z:40.0 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-15 Y:-15 Z:40 + Offset = X:-15.0 Y:-15.0 Z:40.0 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:15 Y:15 Z:40 + Offset = X:15.0 Y:15.0 Z:40.0 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:80 + Offset = X:0.0 Y:0.0 Z:80.0 Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:100 + Offset = X:0.0 Y:0.0 Z:100.0 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 7 + DispositionIntensity = 7.0 BounceSound = BuildingDebris End End @@ -2724,91 +2724,91 @@ End ObjectCreationList OCL_AmericaWarFactoryDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:45 Y:-11 Z:15 + Offset = X:45.0 Y:-11.0 Z:15.0 Mass = 30.0 Count = 1 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-33 Z:15 + Offset = X:15.0 Y:-33.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-11 Z:15 + Offset = X:-15.0 Y:-11.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-45 Y:-33 Z:15 + Offset = X:-45.0 Y:-33.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-45 Y:11 Z:15 + Offset = X:-45.0 Y:11.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:33 Z:15 + Offset = X:-15.0 Y:33.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-11 Z:25 + Offset = X:15.0 Y:-11.0 Z:25.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-33 Z:20 + Offset = X:-15.0 Y:-33.0 Z:20.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-45 Y:-11 Z:20 + Offset = X:-45.0 Y:-11.0 Z:20.0 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:-15 Y:11 Z:20 + Offset = X:-15.0 Y:11.0 Z:20.0 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End End @@ -2817,92 +2817,92 @@ End ObjectCreationList OCL_ABPowerPlantExplode CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:15 Z:15 + Offset = X:15.0 Y:15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:15 + Offset = X:-15.0 Y:-15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:15 Z:15 + Offset = X:-15.0 Y:15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:15 + Offset = X:15.0 Y:-15.0 Z:15.0 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:0 Y:0 Z:25 + Offset = X:0.0 Y:0.0 Z:25.0 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:40 + Offset = X:0.0 Y:0.0 Z:40.0 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End End @@ -2911,47 +2911,47 @@ End ObjectCreationList OCL_ABStingerSiteDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:5 + Offset = X:15.0 Y:-15.0 Z:5.0 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-15 Y:15 Z:5 + Offset = X:-15.0 Y:15.0 Z:5.0 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:5 + Offset = X:-15.0 Y:-15.0 Z:5.0 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:15 Y:15 Z:5 + Offset = X:15.0 Y:15.0 Z:5.0 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:20 + Offset = X:0.0 Y:0.0 Z:20.0 Mass = 20.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End End @@ -2960,46 +2960,46 @@ End ObjectCreationList OCL_ABTunnelNetworkDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:15 Y:-15 Z:0 + Offset = X:15.0 Y:-15.0 Z:0.0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:-15 Y:15 Z:0 + Offset = X:-15.0 Y:15.0 Z:0.0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 - Offset = X:-15 Y:-15 Z:0 + Offset = X:-15.0 Y:-15.0 Z:0.0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 - Offset = X:15 Y:15 Z:0 + Offset = X:15.0 Y:15.0 Z:0.0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING - DispositionIntensity = 3 + DispositionIntensity = 3.0 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 - Offset = X:0 Y:0 Z:15 + Offset = X:0.0 Y:0.0 Z:15.0 Mass = 20.0 Count = 5 Disposition = SEND_IT_FLYING - DispositionIntensity = 5 + DispositionIntensity = 5.0 BounceSound = BuildingDebris End End @@ -3010,11 +3010,11 @@ End ObjectCreationList OCL_TechnicalAirDeathStart ApplyRandomForce - MinForceMagnitude = 60 - MaxForceMagnitude = 100 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 60.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITech_Man_SKN @@ -3029,22 +3029,22 @@ ObjectCreationList OCL_TechnicalAirDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart ApplyRandomForce - MinForceMagnitude = 100 - MaxForceMagnitude = 100 - MinForcePitch = 90 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 90.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITech_Man_SKN @@ -3059,22 +3059,22 @@ ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart02 ApplyRandomForce - MinForceMagnitude = 10 - MaxForceMagnitude = 10 - MinForcePitch = 90 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 10.0 + MaxForceMagnitude = 10.0 + MinForcePitch = 90.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITech_Man_SKN @@ -3089,22 +3089,22 @@ ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart02 OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End ObjectCreationList OCL_WorkerFlyingOffBikeDeathStart ApplyRandomForce - MinForceMagnitude = 60 - MaxForceMagnitude = 100 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 60.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UIWRKR_SKN @@ -3117,22 +3117,22 @@ ObjectCreationList OCL_WorkerFlyingOffBikeDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End ObjectCreationList OCL_RebelFlyingOffBikeDeathStart ApplyRandomForce - MinForceMagnitude = 60 - MaxForceMagnitude = 100 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 60.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITech_Man_SKN @@ -3147,22 +3147,22 @@ ObjectCreationList OCL_RebelFlyingOffBikeDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End ObjectCreationList OCL_TunnelDefenderFlyingOffBikeDeathStart ApplyRandomForce - MinForceMagnitude = 60 - MaxForceMagnitude = 100 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 60.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITunF_SKN @@ -3177,22 +3177,22 @@ ObjectCreationList OCL_TunnelDefenderFlyingOffBikeDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End ObjectCreationList OCL_JarmenKellFlyingOffBikeDeathStart ApplyRandomForce - MinForceMagnitude = 60 - MaxForceMagnitude = 100 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 60.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UIHERO_SKN @@ -3205,22 +3205,22 @@ ObjectCreationList OCL_JarmenKellFlyingOffBikeDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End ObjectCreationList OCL_TerroristFlyingOffBikeDeathStart ApplyRandomForce - MinForceMagnitude = 60 - MaxForceMagnitude = 100 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 60.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITRST_SKN @@ -3233,22 +3233,22 @@ ObjectCreationList OCL_TerroristFlyingOffBikeDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End ObjectCreationList OCL_HijackerFlyingOffBikeDeathStart ApplyRandomForce - MinForceMagnitude = 60 - MaxForceMagnitude = 100 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 120 + MinForceMagnitude = 60.0 + MaxForceMagnitude = 100.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 120.0 End CreateDebris ModelNames = UIHJCK_SKN @@ -3261,11 +3261,11 @@ ObjectCreationList OCL_HijackerFlyingOffBikeDeathStart OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) - ; ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 70 - MaxForcePitch = 80 + ; ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 70.0 + MaxForcePitch = 80.0 End End @@ -3275,11 +3275,11 @@ End ObjectCreationList OCL_TerroristDeathHigh ApplyRandomForce - MinForceMagnitude = 50 - MaxForceMagnitude = 70 - MinForcePitch = 100 - MaxForcePitch = 130 - SpinRate = 120 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 70.0 + MinForcePitch = 100.0 + MaxForcePitch = 130.0 + SpinRate = 120.0 End CreateDebris ModelNames = UITRST_SKN @@ -3291,11 +3291,11 @@ ObjectCreationList OCL_TerroristDeathHigh Disposition = RANDOM_FORCE OrientInForceDirection = YES ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. - ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) - MinForceMagnitude = 12 - MaxForceMagnitude = 15 - MinForcePitch = 100 - MaxForcePitch = 130 + ExtraFriction = -3.0 ; reduce his ground friction a bit (friction/sec) + MinForceMagnitude = 12.0 + MaxForceMagnitude = 15.0 + MinForcePitch = 100.0 + MaxForcePitch = 130.0 End End @@ -3306,11 +3306,11 @@ ObjectCreationList OCL_RocketBuggyAirDeathStart CreateObject ObjectNames = GLARocketBuggyFullDebris Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 200 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 200.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End End @@ -3322,11 +3322,11 @@ ObjectCreationList OCL_RocketBuggyAirDeath ExtraBounciness = 0.1 ; positive makes it extra bouncy, negative makes it less bouncy Count = 4 Disposition = RANDOM_FORCE - MinForceMagnitude = 4 - MaxForceMagnitude = 6 - MinForcePitch = 0 - MaxForcePitch = 360 - SpinRate = 180 + MinForceMagnitude = 4.0 + MaxForceMagnitude = 6.0 + MinForcePitch = 0.0 + MaxForcePitch = 360.0 + SpinRate = 180.0 End CreateDebris ModelNames = UVRockBug_D3 ; scrap @@ -3334,11 +3334,11 @@ ObjectCreationList OCL_RocketBuggyAirDeath ExtraBounciness = -0.15 ; positive makes it extra bouncy, negative makes it less bouncy Count = 8 Disposition = RANDOM_FORCE - MinForceMagnitude = 4 - MaxForceMagnitude = 6 - MinForcePitch = 0 - MaxForcePitch = 360 - SpinRate = 180 + MinForceMagnitude = 4.0 + MaxForceMagnitude = 6.0 + MinForcePitch = 0.0 + MaxForcePitch = 360.0 + SpinRate = 180.0 BounceSound = VehicleDebris End End @@ -3350,10 +3350,10 @@ ObjectCreationList OCL_BuggyRocketScatter ObjectNames = RocketBuggyMissileDebris Count = 5 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 60 - MinForcePitch = 70 - MaxForcePitch = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 End End @@ -3364,11 +3364,11 @@ ObjectCreationList OCL_CombatBikeAirDeathStart CreateObject ObjectNames = GLACombatBikeFullDebris Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 200 - MinForcePitch = 70 - MaxForcePitch = 90 - SpinRate = 180 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 200.0 + MinForcePitch = 70.0 + MaxForcePitch = 90.0 + SpinRate = 180.0 End End @@ -3381,11 +3381,11 @@ ObjectCreationList OCL_CombatBikeAirDeath ExtraBounciness = 0.1 ; positive makes it extra bouncy, negative makes it less bouncy Count = 2 Disposition = RANDOM_FORCE - MinForceMagnitude = 4 - MaxForceMagnitude = 6 - MinForcePitch = 0 - MaxForcePitch = 360 - SpinRate = 180 + MinForceMagnitude = 4.0 + MaxForceMagnitude = 6.0 + MinForcePitch = 0.0 + MaxForcePitch = 360.0 + SpinRate = 180.0 End CreateDebris ModelNames = UVComBike_D3 ; scrap @@ -3394,11 +3394,11 @@ ObjectCreationList OCL_CombatBikeAirDeath ExtraBounciness = -0.15 ; positive makes it extra bouncy, negative makes it less bouncy Count = 2 Disposition = RANDOM_FORCE - MinForceMagnitude = 4 - MaxForceMagnitude = 6 - MinForcePitch = 0 - MaxForcePitch = 360 - SpinRate = 180 + MinForceMagnitude = 4.0 + MaxForceMagnitude = 6.0 + MinForcePitch = 0.0 + MaxForcePitch = 360.0 + SpinRate = 180.0 BounceSound = VehicleDebris End End @@ -3417,11 +3417,11 @@ ObjectCreationList OCL_BurnedCarHull ModelNames = CVCarHulk Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 200 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 200 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 200.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 200.0 BounceSound = DebrisBigMetal End End @@ -3430,36 +3430,36 @@ End ObjectCreationList OCL_CarWallExplode CreateDebris ModelNames = CVCarHulk - Offset = X:10 Y:0 Z:2 + Offset = X:10.0 Y:0.0 Z:2.0 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 20 - MaxForceMagnitude = 30 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 100 + MinForceMagnitude = 20.0 + MaxForceMagnitude = 30.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 100.0 End CreateDebris ModelNames = CVCarHulk - Offset = X:0 Y:0 Z:2 + Offset = X:0.0 Y:0.0 Z:2.0 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 20 - MaxForceMagnitude = 30 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 100 + MinForceMagnitude = 20.0 + MaxForceMagnitude = 30.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 100.0 End CreateDebris ModelNames = CVCarHulk - Offset = X:-10 Y:0 Z:2 + Offset = X:-10.0 Y:0.0 Z:2.0 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 20 - MaxForceMagnitude = 30 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 100 + MinForceMagnitude = 20.0 + MaxForceMagnitude = 30.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 100.0 End End @@ -3467,15 +3467,15 @@ End ObjectCreationList OCL_BurningEmbers CreateObject ObjectNames = BurningEmber - Offset = X:0 Y:0 Z:20 + Offset = X:0.0 Y:0.0 Z:20.0 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 2 - MaxForceMagnitude = 4 - MinForcePitch = 60 - MaxForcePitch = 70 + MinForceMagnitude = 2.0 + MaxForceMagnitude = 4.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. - ExtraFriction = 30 ; or slide (friction/sec) + ExtraFriction = 30.0 ; or slide (friction/sec) End End @@ -3487,11 +3487,11 @@ ObjectCreationList OCL_CrusaderTurret Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 300 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 300.0 BounceSound = DebrisBigMetal End CreateDebris @@ -3500,11 +3500,11 @@ ObjectCreationList OCL_CrusaderTurret Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 300 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 300.0 BounceSound = DebrisBigMetal End @@ -3517,11 +3517,11 @@ ObjectCreationList OCL_OverlordTurret Count = 1 Mass = 60.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 150 - MaxForceMagnitude = 225 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 200 + MinForceMagnitude = 150.0 + MaxForceMagnitude = 225.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 200.0 BounceSound = DebrisBigMetal End @@ -3600,20 +3600,20 @@ ObjectCreationList OCL_DragonDebris Count = 1 Mass = 3.5 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 BounceSound = VehicleDebris End CreateDebris ModelNames = NVDragon_D2 Offset = X:-5.699 Y:-3.738 Z:4.488 Count = 1 - Mass = 40 + Mass = 40.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 80 - MaxForceMagnitude = 100 - SpinRate = 180 - MinForcePitch = 75 - MaxForcePitch = 90 + MinForceMagnitude = 80.0 + MaxForceMagnitude = 100.0 + SpinRate = 180.0 + MinForcePitch = 75.0 + MaxForcePitch = 90.0 End CreateDebris ModelNames = NVDragon_D2 @@ -3621,7 +3621,7 @@ ObjectCreationList OCL_DragonDebris Count = 1 Mass = 3.5 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 BounceSound = VehicleDebris End CreateDebris @@ -3630,7 +3630,7 @@ ObjectCreationList OCL_DragonDebris Count = 1 Mass = 4.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 BounceSound = VehicleDebris End CreateObject @@ -3945,7 +3945,7 @@ ObjectCreationList OCL_ComancheBlades Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 - SpinRate = 50 + SpinRate = 50.0 MinLifetime = 99999999 ; we destroy in the object collide MaxLifetime = 99999999 ; with ground module End @@ -3959,9 +3959,9 @@ ObjectCreationList OCL_HelixBlades Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.0 - YawRate = 360 ; positive spinning rotor - PitchRate = 0 - RollRate = 0 + YawRate = 360.0 ; positive spinning rotor + PitchRate = 0.0 + RollRate = 0.0 End CreateDebris ModelNames = NVHelix_prop ; Rotor @@ -3969,9 +3969,9 @@ ObjectCreationList OCL_HelixBlades Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.0 - YawRate = -360 ; negative spinning rotor - PitchRate = 0 - RollRate = 0 + YawRate = -360.0 ; negative spinning rotor + PitchRate = 0.0 + RollRate = 0.0 End End @@ -4068,11 +4068,11 @@ ObjectCreationList OCL_EjectPilotOnGround IgnorePrimaryObstacle = YES InheritsVeterancy = YES Disposition = RANDOM_FORCE - MinForceMagnitude = 2 - MaxForceMagnitude = 3 - MinForcePitch = 50 - MaxForcePitch = 60 - SpinRate = 0 + MinForceMagnitude = 2.0 + MaxForceMagnitude = 3.0 + MinForcePitch = 50.0 + MaxForcePitch = 60.0 + SpinRate = 0.0 InvulnerableTime = 2000 ; milliseconds RequiresLivePlayer = YES End @@ -4089,11 +4089,11 @@ ObjectCreationList OCL_EjectPilotViaParachute IgnorePrimaryObstacle = YES InheritsVeterancy = YES Disposition = RANDOM_FORCE - MinForceMagnitude = 10 - MaxForceMagnitude = 12 - MinForcePitch = 50 - MaxForcePitch = 60 - SpinRate = 0 + MinForceMagnitude = 10.0 + MaxForceMagnitude = 12.0 + MinForcePitch = 50.0 + MaxForcePitch = 60.0 + SpinRate = 0.0 InvulnerableTime = 2000 ; milliseconds RequiresLivePlayer = YES End @@ -4111,11 +4111,11 @@ ObjectCreationList OCL_CINE_EjectPilotViaParachute IgnorePrimaryObstacle = YES InheritsVeterancy = YES Disposition = RANDOM_FORCE - MinForceMagnitude = 10 - MaxForceMagnitude = 12 - MinForcePitch = 50 - MaxForcePitch = 60 - SpinRate = 0 + MinForceMagnitude = 10.0 + MaxForceMagnitude = 12.0 + MinForcePitch = 50.0 + MaxForcePitch = 60.0 + SpinRate = 0.0 InvulnerableTime = 2000 ; milliseconds RequiresLivePlayer = YES End @@ -4129,10 +4129,10 @@ ObjectCreationList SUPERWEAPON_DaisyCutter StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = DaisyCutterBomb - DeliveryDistance = 140 - DeliveryDecalRadius = 170 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 170.0 DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL @@ -4153,11 +4153,11 @@ ObjectCreationList SUPERWEAPON_MOAB StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = MOAB - DeliveryDistance = 160 - PreOpenDistance = 160 - DeliveryDecalRadius = 170 + DeliveryDistance = 160.0 + PreOpenDistance = 160.0 + DeliveryDecalRadius = 170.0 DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL @@ -4178,10 +4178,10 @@ ObjectCreationList SUPERWEAPON_LeafletDrop StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = LeafletContainer - DeliveryDistance = 160 - DeliveryDecalRadius = 100 + DeliveryDistance = 160.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL @@ -4210,7 +4210,7 @@ ObjectCreationList SUPERWEAPON_ScudStorm Attack WeaponSlot = PRIMARY NumberOfShots = 9 - DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius + DeliveryDecalRadius = 200.0 ; align with SpecialPower.ini's RadiusCursorRadius DeliveryDecal Texture = SCCScudStorm_GLA Style = SHADOW_ALPHA_DECAL @@ -4234,8 +4234,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage1 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts - DeliveryDistance = 250 ; distance from target allowed to start/stop dropping. - WeaponErrorRadius = 100 ; how bad the artillerist is + DeliveryDistance = 250.0 ; distance from target allowed to start/stop dropping. + WeaponErrorRadius = 100.0 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ; Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ; The bombs are created and dropped at this bone base @@ -4244,9 +4244,9 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage1 VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. + ExitPitchRate = 30.0 ; The bomb will pitch down. SelfDestructObject = YES ; so the delivery vehicle goes away 'POP!' - DeliveryDecalRadius = 125 + DeliveryDecalRadius = 125.0 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL @@ -4271,8 +4271,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage2 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts - DeliveryDistance = 250 ; distance from target allowed to start/stop dropping. - WeaponErrorRadius = 100 ; how bad the artillerist is + DeliveryDistance = 250.0 ; distance from target allowed to start/stop dropping. + WeaponErrorRadius = 100.0 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ; Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ; The bombs are created and dropped at this bone base @@ -4281,9 +4281,9 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage2 VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. + ExitPitchRate = 30.0 ; The bomb will pitch down. SelfDestructObject = YES ; so the delivery vehicle goes away 'POP!' - DeliveryDecalRadius = 125 + DeliveryDecalRadius = 125.0 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL @@ -4308,8 +4308,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage3 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts - DeliveryDistance = 250 ; distance from target allowed to start/stop dropping. - WeaponErrorRadius = 100 ; how bad the artillerist is + DeliveryDistance = 250.0 ; distance from target allowed to start/stop dropping. + WeaponErrorRadius = 100.0 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ; Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ; The bombs are created and dropped at this bone base @@ -4318,9 +4318,9 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage3 VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. + ExitPitchRate = 30.0 ; The bomb will pitch down. SelfDestructObject = YES ; so the delivery vehicle goes away 'POP!' - DeliveryDecalRadius = 125 + DeliveryDecalRadius = 125.0 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL @@ -4346,13 +4346,13 @@ ObjectCreationList SUPERWEAPON_NapalmStrike StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 0 Payload = NapalmMissile 1 FireWeapon = YES - DeliveryDistance = 300 + DeliveryDistance = 300.0 WeaponConvergenceFactor = 1.0 - DeliveryDecalRadius = 100 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = SCCNapalmStrike_China Style = SHADOW_ALPHA_DECAL @@ -4377,7 +4377,7 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1 StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts DropDelay = 500 ; time in between each set of items dropped (if more than one) - DeliveryDistance = 450 ; distance from target allowed to start/stop dropping. + DeliveryDistance = 450.0 ; distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ; Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ; The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ; The bombs are visible until dropped. @@ -4385,13 +4385,13 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1 VisiblePayloadTemplateName = A10ThunderboltMissile ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. - DiveStartDistance = 500 - DiveEndDistance = 300 + ExitPitchRate = 30.0 ; The bomb will pitch down. + DiveStartDistance = 500.0 + DiveEndDistance = 300.0 StrafingWeaponSlot = PRIMARY ; Strafe while diving (as long as target point is within weapon range) - StrafeLength = 450 + StrafeLength = 450.0 StrafeWeaponFX = FX_DamageTankStruckSmallArms - DeliveryDecalRadius = 50 + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL @@ -4416,7 +4416,7 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2 StartAtMaxSpeed = YES MaxAttempts = 1 ; max attempts DropDelay = 500 ; time in between each set of items dropped (if more than one) - DeliveryDistance = 450 ; distance from target allowed to start/stop dropping. + DeliveryDistance = 450.0 ; distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ; Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ; The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ; The bombs are visible until dropped. @@ -4424,13 +4424,13 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2 VisiblePayloadTemplateName = A10ThunderboltMissile ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. - DiveStartDistance = 500 - DiveEndDistance = 300 + ExitPitchRate = 30.0 ; The bomb will pitch down. + DiveStartDistance = 500.0 + DiveEndDistance = 300.0 StrafingWeaponSlot = PRIMARY ; Strafe while diving (as long as target point is within weapon range) - StrafeLength = 450 + StrafeLength = 450.0 StrafeWeaponFX = FX_DamageTankStruckSmallArms - DeliveryDecalRadius = 50 + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL @@ -4456,7 +4456,7 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3 MaxAttempts = 1 ; max attempts DropDelay = 500 ; time in between each set of items dropped (if more than one) - DeliveryDistance = 450 ; distance from target allowed to start/stop dropping. + DeliveryDistance = 450.0 ; distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ; Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ; The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ; The bombs are visible until dropped. @@ -4464,13 +4464,13 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3 VisiblePayloadTemplateName = A10ThunderboltMissile ; Created when the payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = YES ; The bombs will start at transport velocity. - ExitPitchRate = 30 ; The bomb will pitch down. - DiveStartDistance = 500 - DiveEndDistance = 300 + ExitPitchRate = 30.0 ; The bomb will pitch down. + DiveStartDistance = 500.0 + DiveEndDistance = 300.0 StrafingWeaponSlot = PRIMARY ; Strafe while diving (as long as target point is within weapon range) - StrafeLength = 450 + StrafeLength = 450.0 StrafeWeaponFX = FX_DamageTankStruckSmallArms - DeliveryDecalRadius = 50 + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL @@ -4756,10 +4756,10 @@ ObjectCreationList SUPERWEAPON_BlackMarketNuke StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = BlackMarketNuke - DeliveryDistance = 140 - DeliveryDecalRadius = 100 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL @@ -4804,10 +4804,10 @@ ObjectCreationList SUPERWEAPON_AnthraxBomb StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = AnthraxBomb - DeliveryDistance = 140 - DeliveryDecalRadius = 200 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 200.0 DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL @@ -4826,10 +4826,10 @@ ObjectCreationList SUPERWEAPON_AnthraxBombGamma StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 Payload = AnthraxBombGamma - DeliveryDistance = 140 - DeliveryDecalRadius = 200 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 200.0 DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL @@ -4850,14 +4850,14 @@ ObjectCreationList SUPERWEAPON_Paradrop1 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 150 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 5 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -4879,14 +4879,14 @@ ObjectCreationList SUPERWEAPON_Paradrop2 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -4908,14 +4908,14 @@ ObjectCreationList SUPERWEAPON_Paradrop3 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -4932,14 +4932,14 @@ ObjectCreationList SUPERWEAPON_Paradrop3 StartAtPreferredHeight = YES StartAtMaxSpeed = NO MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -4961,11 +4961,11 @@ ObjectCreationList SUPERWEAPON_ClusterMines StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:20 Y:20 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:20.0 Y:20.0 Z:0.0 Payload = ClusterMinesBomb 1 - DeliveryDistance = 140 - DeliveryDecalRadius = 100 + DeliveryDistance = 140.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = SCCClusterMines_China Style = SHADOW_ALPHA_DECAL @@ -4986,11 +4986,11 @@ ObjectCreationList SUPERWEAPON_EMPPulse StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:20 Y:20 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:20.0 Y:20.0 Z:0.0 Payload = EMPPulseBomb 1 - DeliveryDistance = 150 - DeliveryDecalRadius = 200 + DeliveryDistance = 150.0 + DeliveryDecalRadius = 200.0 DeliveryDecal Texture = SCCEMPPulse_China Style = SHADOW_ALPHA_DECAL @@ -5011,12 +5011,12 @@ ObjectCreationList SUPERWEAPON_CrateDrop StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute Payload = 200DollarCrate 10 - DeliveryDistance = 250 - DeliveryDecalRadius = 100 + DeliveryDistance = 250.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL @@ -5037,12 +5037,12 @@ ObjectCreationList SUPERWEAPON_CarpetBomb StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:30 Y:40 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:30.0 Y:40.0 Z:0.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) Payload = CarpetBomb 15 - DeliveryDistance = 400 - DeliveryDecalRadius = 100 + DeliveryDistance = 400.0 + DeliveryDecalRadius = 100.0 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL @@ -5063,12 +5063,12 @@ ObjectCreationList AirF_SUPERWEAPON_CarpetBomb StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:30 Y:40 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:30.0 Y:40.0 Z:0.0 DropDelay = 130 ; 500 ; time between each dropped item (if more than one) Payload = CarpetBomb 12 - DeliveryDistance = 500 - DeliveryDecalRadius = 180 + DeliveryDistance = 500.0 + DeliveryDecalRadius = 180.0 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL @@ -5088,12 +5088,12 @@ ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:30 Y:40 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:30.0 Y:40.0 Z:0.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) Payload = GC_Nuke_ChinaCarpetBomb 10 - DeliveryDistance = 350 - DeliveryDecalRadius = 180 + DeliveryDistance = 350.0 + DeliveryDecalRadius = 180.0 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL @@ -5113,12 +5113,12 @@ ObjectCreationList SUPERWEAPON_ChinaCarpetBomb StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:30 Y:40 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:30.0 Y:40.0 Z:0.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) Payload = ChinaCarpetBomb 10 - DeliveryDistance = 350 - DeliveryDecalRadius = 180 + DeliveryDistance = 350.0 + DeliveryDecalRadius = 180.0 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL @@ -5141,13 +5141,13 @@ ObjectCreationList OCL_AmericaSupplyDropZoneCrateDrop StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 350 PutInContainer = AmericaCrateParachute Payload = SupplyDropZoneCrate 6 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 410 + DeliveryDistance = 410.0 End End @@ -5315,11 +5315,11 @@ ObjectCreationList OCL_GLAPowerPlantDeathFinal Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = BuildingDebris End @@ -5329,11 +5329,11 @@ ObjectCreationList OCL_GLAPowerPlantDeathFinal Offset = X:-3.532 Y:37.388 Z:27.822 Count = 3 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 1000 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 1000.0 End End @@ -5356,11 +5356,11 @@ ObjectCreationList OCL_FinalHumveeDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5370,11 +5370,11 @@ ObjectCreationList OCL_FinalHumveeDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5384,11 +5384,11 @@ ObjectCreationList OCL_FinalHumveeDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 60 - MaxForcePitch = 70 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5399,11 +5399,11 @@ ObjectCreationList OCL_FinalHumveeDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 60 - MinForcePitch = 60 - MaxForcePitch = 70 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5434,11 +5434,11 @@ ObjectCreationList OCL_FinalAmbulanceDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5448,11 +5448,11 @@ ObjectCreationList OCL_FinalAmbulanceDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5462,11 +5462,11 @@ ObjectCreationList OCL_FinalAmbulanceDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 60 - MaxForcePitch = 70 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5477,11 +5477,11 @@ ObjectCreationList OCL_FinalAmbulanceDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 60 - MinForcePitch = 60 - MaxForcePitch = 70 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 60.0 + MaxForcePitch = 70.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5514,11 +5514,11 @@ ObjectCreationList OCL_FinalTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5528,11 +5528,11 @@ ObjectCreationList OCL_FinalTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5542,11 +5542,11 @@ ObjectCreationList OCL_FinalTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5556,11 +5556,11 @@ ObjectCreationList OCL_FinalTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5594,11 +5594,11 @@ ObjectCreationList OCL_FinalAssaultTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5608,11 +5608,11 @@ ObjectCreationList OCL_FinalAssaultTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5622,11 +5622,11 @@ ObjectCreationList OCL_FinalAssaultTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5636,11 +5636,11 @@ ObjectCreationList OCL_FinalAssaultTroopCrawlerDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -5661,7 +5661,7 @@ End ObjectCreationList OCL_ChinaTankBattleMasterDebris CreateObject ObjectNames = ChinaVehicleBattleMasterDeadHull - Offset = X:0 Y:0.0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End @@ -5672,11 +5672,11 @@ ObjectCreationList OCL_ChinaTankBattleMasterDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -5686,11 +5686,11 @@ ObjectCreationList OCL_ChinaTankBattleMasterDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -5715,11 +5715,11 @@ ObjectCreationList OCL_ChinaTankOverlordDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -5730,11 +5730,11 @@ ObjectCreationList OCL_ChinaTankOverlordDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -5745,11 +5745,11 @@ ObjectCreationList OCL_ChinaTankOverlordDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -5759,11 +5759,11 @@ ObjectCreationList OCL_ChinaTankOverlordDebris Offset = X:-8.84 Y:-7.283 Z:12.54 Count = 1 Disposition = RANDOM_FORCE - MinForceMagnitude = 100 - MaxForceMagnitude = 150 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 45 + MinForceMagnitude = 100.0 + MaxForceMagnitude = 150.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 45.0 End ; Burned out hull @@ -5792,11 +5792,11 @@ ObjectCreationList OCL_ChinaTankGattlingDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -5806,11 +5806,11 @@ ObjectCreationList OCL_ChinaTankGattlingDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 50 - MaxForceMagnitude = 60 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 50.0 + MaxForceMagnitude = 60.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -5838,11 +5838,11 @@ ObjectCreationList OCL_ChinaTankECMDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = DebrisBigMetal End @@ -5878,7 +5878,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = nvconstdoz_D2 Offset = X:8.93 Y:0.0 Z:4.13 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -5886,7 +5886,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = nvconstdoz_D3 Offset = X:5.224 Y:-3.613 Z:10.611 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.6 @@ -5894,7 +5894,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = nvconstdoz_D4 Offset = X:-2.588 Y:-9.683 Z:3.87 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -5902,7 +5902,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-0.805 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 @@ -5910,7 +5910,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-14.235 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -5918,7 +5918,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-14.901 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 @@ -5926,7 +5926,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-14.235 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.7 @@ -5934,7 +5934,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-8.652 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 @@ -5942,7 +5942,7 @@ ObjectCreationList OCL_ChinaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-5.844 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.7 @@ -5960,7 +5960,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D2 Offset = X:3.38 Y:-5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -5968,7 +5968,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D2 Offset = X:-17.962 Y:-5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -5976,7 +5976,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D2 Offset = X:-17.962 Y:5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -5984,7 +5984,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D3 Offset = X:8.93 Y:0.0 Z:4.13 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.6 @@ -5992,7 +5992,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = avconstdoz_D4 Offset = X:-2.588 Y:-9.683 Z:3.87 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -6001,7 +6001,7 @@ ObjectCreationList OCL_AmericaDozerExplode ModelNames = avconstdoz_D5 Offset = X:-0.805 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 @@ -6009,7 +6009,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-14.235 Y:-3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 @@ -6017,7 +6017,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap2 Offset = X:-14.901 Y:1.964 Z:3.926 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 @@ -6025,7 +6025,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-14.235 Y:3.508 Z:1.245 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.7 @@ -6033,7 +6033,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-8.652 Y:3.638 Z:3.925 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 @@ -6041,7 +6041,7 @@ ObjectCreationList OCL_AmericaDozerExplode CreateDebris ModelNames = AVScrap5 Offset = X:-5.844 Y:-0.960 Z:5.601 - Mass = 5 + Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.7 @@ -6060,14 +6060,14 @@ ObjectCreationList OCL_AmericaScoutDroneExplode CreateDebris ModelNames = AVScoutDr_D2 ; propeller Offset = X:-8.5 Y:0.0 Z:2.4 - Mass = 8 + Mass = 8.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY - MinForceMagnitude = 5 - MaxForceMagnitude = 6 - MinForcePitch = 60 - MaxForcePitch = 90 - SpinRate = 100 + MinForceMagnitude = 5.0 + MaxForceMagnitude = 6.0 + MinForcePitch = 60.0 + MaxForcePitch = 90.0 + SpinRate = 100.0 End CreateDebris ModelNames = AVScoutDr_D3 ; wing 1 of 2 @@ -6090,7 +6090,7 @@ ObjectCreationList OCL_AmericaScoutDroneExplode CreateDebris ModelNames = AVScoutDr_D4 ; flat panel? Offset = X:-7.75 Y:-2.1 Z:1.16 - Mass = 4 + Mass = 4.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -6110,7 +6110,7 @@ ObjectCreationList OCL_AmericaBattleDroneExplode CreateDebris ModelNames = AVBattleDr_D2 Offset = X:-8.5 Y:0.0 Z:2.4 - Mass = 8 + Mass = 8.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY BounceSound = VehicleDebris @@ -6118,7 +6118,7 @@ ObjectCreationList OCL_AmericaBattleDroneExplode CreateDebris ModelNames = AVBattleDr_D3 Offset = X:0.0 Y:5.0 Z:0.0 - Mass = 4 + Mass = 4.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -6135,7 +6135,7 @@ ObjectCreationList OCL_RaptorDeathInitial CreateDebris ModelNames = AVRaptor_D4 Offset = X:-5.598 Y:8.188 Z:0.04 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -6169,7 +6169,7 @@ ObjectCreationList OCL_RaptorDeathHitGround CreateDebris ModelNames = AVRaptor_D2 Offset = X:-7.999 Y:4.314 Z:2.86 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -6182,7 +6182,7 @@ ObjectCreationList OCL_RaptorDeathHitGround CreateDebris ModelNames = AVRaptor_D3 Offset = X:-12.822 Y:-6.425 Z:0.234 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -6195,7 +6195,7 @@ ObjectCreationList OCL_RaptorDeathHitGround CreateDebris ModelNames = AVRaptor_D4 Offset = X:-5.598 Y:8.188 Z:0.04 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -6242,7 +6242,7 @@ ObjectCreationList OCL_BattleBusDeath CreateDebris ModelNames = UVBattBus_D2 Offset = X:3.38 Y:-5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -6250,7 +6250,7 @@ ObjectCreationList OCL_BattleBusDeath CreateDebris ModelNames = UVBattBus_D3 Offset = X:-17.962 Y:-5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -6258,7 +6258,7 @@ ObjectCreationList OCL_BattleBusDeath CreateDebris ModelNames = UVBattBus_D4 Offset = X:-17.962 Y:5.0 Z:1.0 - Mass = 10 + Mass = 10.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 @@ -6607,7 +6607,7 @@ ObjectCreationList OCL_A10DeathHitGround CreateDebris ModelNames = AVWarthog_D2 Offset = X:-7.999 Y:4.314 Z:2.86 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 @@ -6620,7 +6620,7 @@ ObjectCreationList OCL_A10DeathHitGround CreateDebris ModelNames = AVWarthog_D2 Offset = X:7.999 Y:4.314 Z:2.86 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 @@ -6635,7 +6635,7 @@ ObjectCreationList OCL_A10DeathHitGround CreateDebris ModelNames = AVWarthog_D3 Offset = X:-2.822 Y:-6.425 Z:0.234 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 @@ -6648,7 +6648,7 @@ ObjectCreationList OCL_A10DeathHitGround CreateDebris ModelNames = AVWarthog_D3 Offset = X:2.822 Y:-6.425 Z:0.234 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 @@ -6712,7 +6712,7 @@ ObjectCreationList OCL_MIGDeathInitial CreateDebris ModelNames = NVMIG_D4 Offset = X:7.027 Y:-3.033 Z:3.008 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -6746,7 +6746,7 @@ ObjectCreationList OCL_MIGDeathHitGround CreateDebris ModelNames = NVMIG_D2 Offset = X:-10.388 Y:3.573 Z:2.872 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -6759,7 +6759,7 @@ ObjectCreationList OCL_MIGDeathHitGround CreateDebris ModelNames = NVMIG_D3 Offset = x:-9.536 Y:3.573 Z:1.334 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -6772,7 +6772,7 @@ ObjectCreationList OCL_MIGDeathHitGround CreateDebris ModelNames = NVMIG_D4 Offset = X:7.027 Y:-3.033 Z:3.008 - Mass = 3 + Mass = 3.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 @@ -6825,9 +6825,9 @@ ObjectCreationList OCL_BridgeDamaged01 CreateDebris ModelNames = CVTanker_d15 Offset = x:-7.869 y:0.07 z:3.663 - Mass = 5 + Mass = 5.0 Disposition = SEND_IT_FLYING - DispositionIntensity = 1 + DispositionIntensity = 1.0 End End @@ -6851,15 +6851,15 @@ ObjectCreationList OCL_GenericMissileDisintegrate CreateDebris ModelNames = GXMammoth_D01 - Offset = X:0 Y:0 Z:0 - Mass = 2 + Offset = X:0.0 Y:0.0 Z:0.0 + Mass = 2.0 Count = 1 Disposition = RANDOM_FORCE INHERIT_VELOCITY - MinForceMagnitude = 1 - MaxForceMagnitude = 2 - SpinRate = 180 - MinForcePitch = 75 - MaxForcePitch = 90 + MinForceMagnitude = 1.0 + MaxForceMagnitude = 2.0 + SpinRate = 180.0 + MinForcePitch = 75.0 + MaxForcePitch = 90.0 End End @@ -6898,7 +6898,7 @@ ObjectCreationList OCL_TsingMaExplosion Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 - Offset = X:10 Y:0 Z:0 + Offset = X:10.0 Y:0.0 Z:0.0 End CreateDebris ModelNames = CMTsingMa_d03 @@ -6906,7 +6906,7 @@ ObjectCreationList OCL_TsingMaExplosion Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 - Offset = X:10 Y:0 Z:0 + Offset = X:10.0 Y:0.0 Z:0.0 End CreateDebris ModelNames = CMTsingMa_d01 CMTsingMa_d02 @@ -6915,7 +6915,7 @@ ObjectCreationList OCL_TsingMaExplosion Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 SpinRate = 10.0 - Offset = X:10 Y:0 Z:0 + Offset = X:10.0 Y:0.0 Z:0.0 MinLifetime = 40000 MaxLifetime = 60000 End @@ -6953,7 +6953,7 @@ ObjectCreationList OCL_TrainWreckExplosion Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 - Offset = X:10 Y:0 Z:0 + Offset = X:10.0 Y:0.0 Z:0.0 End End @@ -6967,7 +6967,7 @@ ObjectCreationList OCL_SDILinkLasers Count = 1 MinLifetime = 3000 MaxLifetime = 3000 - Offset = X:30 Y:0 Z:0 + Offset = X:30.0 Y:0.0 Z:0.0 End End @@ -7042,13 +7042,13 @@ ObjectCreationList OCL_ReinforcementPadUSAVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = AmericaTankCrusader 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7060,13 +7060,13 @@ ObjectCreationList OCL_ReinforcementPadCHIVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = ChinaTankBattleMaster 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7078,13 +7078,13 @@ ObjectCreationList OCL_ReinforcementPadGLAVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = GLATankScorpion 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7096,13 +7096,13 @@ ObjectCreationList OCL_SWGen_ReinforcementPadUSAVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = SupW_AmericaVehicleTomahawk 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7114,13 +7114,13 @@ ObjectCreationList OCL_LGen_ReinforcementPadUSAVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = Lazr_AmericaTankCrusader 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7132,13 +7132,13 @@ ObjectCreationList OCL_AFGen_ReinforcementPadUSAVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = AirF_AmericaVehicleHumvee 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7150,13 +7150,13 @@ ObjectCreationList OCL_InfGen_ReinforcementPadCHIVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = Infa_ChinaVehicleTroopCrawler 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7168,13 +7168,13 @@ ObjectCreationList OCL_TnkGen_ReinforcementPadCHIVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7186,13 +7186,13 @@ ObjectCreationList OCL_NukeGen_ReinforcementPadCHIVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = Nuke_ChinaTankBattleMaster 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7204,13 +7204,13 @@ ObjectCreationList OCL_ToxGen_ReinforcementPadGLAVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = Chem_GLAVehicleToxinTruck 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7222,13 +7222,13 @@ ObjectCreationList OCL_DemoGen_ReinforcementPadGLAVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = Demo_GLAVehicleCombatBike 2 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7240,13 +7240,13 @@ ObjectCreationList OCL_StlthGen_ReinforcementPadGLAVehicle StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 400 PutInContainer = LargeParachute Payload = Slth_GLAVehicleQuadCannon 1 ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End @@ -7365,7 +7365,7 @@ ObjectCreationList OCL_NapalmBomb Count = 1 MinLifetime = 3000 MaxLifetime = 3000 - Offset = X:30 Y:0 Z:0 + Offset = X:30.0 Y:0.0 Z:0.0 End End @@ -7377,7 +7377,7 @@ ObjectCreationList OCL_BlackNapalmBomb Count = 1 MinLifetime = 3000 MaxLifetime = 3000 - Offset = X:30 Y:0 Z:0 + Offset = X:30.0 Y:0.0 Z:0.0 End End @@ -7447,7 +7447,7 @@ ObjectCreationList OCL_AmericaVehicleSentryDroneDie CreateDebris ModelNames = AVSENTRY_D4 Offset = X:-3.499 Y:-3.779 Z:8.132 - Mass = 2 + Mass = 2.0 Count = 2 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 @@ -7493,14 +7493,14 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop1 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 150 ; time between each dropped item (if more than one) ParachuteDirectly = NO ; will tell all contained parachutes to go ahead and bunch PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 1 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -7522,14 +7522,14 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop2 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = NO ; will tell all contained parachutes to go ahead and bunch PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 2 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -7551,14 +7551,14 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop3 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = NO ; will tell all contained parachutes to go ahead and bunch PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 2 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -7575,14 +7575,14 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop3 StartAtPreferredHeight = YES StartAtMaxSpeed = NO MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = NO ; will tell all contained parachutes to go ahead and bunch PutInContainer = LargeParachute Payload = Tank_ChinaTankBattleMaster 2 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -7608,14 +7608,14 @@ ObjectCreationList Infa_SUPERWEAPON_Paradrop1 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 150 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryMiniGunner 5 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -7637,14 +7637,14 @@ ObjectCreationList Infa_SUPERWEAPON_Paradrop2 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryMiniGunner 10 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -7666,14 +7666,14 @@ ObjectCreationList Infa_SUPERWEAPON_Paradrop3 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryMiniGunner 8 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -7690,14 +7690,14 @@ ObjectCreationList Infa_SUPERWEAPON_Paradrop3 StartAtPreferredHeight = YES StartAtMaxSpeed = NO MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 80 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryMiniGunner 7 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -7761,7 +7761,7 @@ End ObjectCreationList Lazr_OCL_AmericanBattleDrone CreateObject - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 ObjectNames = Lazr_AmericaVehicleBattleDrone IgnorePrimaryObstacle = YES Disposition = LIKE_EXISTING @@ -7778,7 +7778,7 @@ ObjectCreationList Lazr_OCL_AmericanRangerDebris02 ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 2 RequiresLivePlayer = YES End @@ -7789,7 +7789,7 @@ ObjectCreationList SupW_OCL_AmericanRangerDebris02 ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 2 RequiresLivePlayer = YES End @@ -7800,7 +7800,7 @@ ObjectCreationList AirF_OCL_AmericanRangerDebris02 ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 2 RequiresLivePlayer = YES End @@ -7811,7 +7811,7 @@ ObjectCreationList Lazr_OCL_AmericanRangerDebris03 ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 3 RequiresLivePlayer = YES End @@ -7822,7 +7822,7 @@ ObjectCreationList SupW_OCL_AmericanRangerDebris03 ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 3 RequiresLivePlayer = YES End @@ -7833,7 +7833,7 @@ ObjectCreationList AirF_OCL_AmericanRangerDebris03 ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 3 RequiresLivePlayer = YES End @@ -7844,7 +7844,7 @@ ObjectCreationList Boss_OCL_AmericanRangerDebris03 ObjectNames = Boss_InfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 3 RequiresLivePlayer = YES End @@ -7855,7 +7855,7 @@ ObjectCreationList Lazr_OCL_AmericanRangerDebris04 ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 4 RequiresLivePlayer = YES End @@ -7866,7 +7866,7 @@ ObjectCreationList SupW_OCL_AmericanRangerDebris04 ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 4 RequiresLivePlayer = YES End @@ -7877,7 +7877,7 @@ ObjectCreationList AirF_OCL_AmericanRangerDebris04 ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 4 RequiresLivePlayer = YES End @@ -7888,7 +7888,7 @@ ObjectCreationList Boss_OCL_AmericanRangerDebris04 ObjectNames = Boss_InfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 4 RequiresLivePlayer = YES End @@ -7899,7 +7899,7 @@ ObjectCreationList Lazr_OCL_AmericanRangerDebris05 ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 5 RequiresLivePlayer = YES End @@ -7910,7 +7910,7 @@ ObjectCreationList SupW_OCL_AmericanRangerDebris05 ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 5 RequiresLivePlayer = YES End @@ -7921,7 +7921,7 @@ ObjectCreationList AirF_OCL_AmericanRangerDebris05 ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 5 RequiresLivePlayer = YES End @@ -7932,7 +7932,7 @@ ObjectCreationList AirF_OCL_AmericanRangerDebris10 ObjectNames = AirF_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 10 RequiresLivePlayer = YES End @@ -7943,7 +7943,7 @@ ObjectCreationList Lazr_OCL_AmericanRangerDebris10 ObjectNames = Lazr_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 10 RequiresLivePlayer = YES End @@ -7954,7 +7954,7 @@ ObjectCreationList SupW_OCL_AmericanRangerDebris10 ObjectNames = SupW_AmericaInfantryRanger IgnorePrimaryObstacle = YES Disposition = SEND_IT_OUT - DispositionIntensity = 4 + DispositionIntensity = 4.0 Count = 10 RequiresLivePlayer = YES End @@ -7966,7 +7966,7 @@ End ObjectCreationList OCL_GLAToxicSupplyTruck_CrushEffect CreateObject ObjectNames = DeadGLAToxicSupplyTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -7977,7 +7977,7 @@ End ObjectCreationList OCL_GLAToxicSupplyTruckDeathEffect CreateObject ObjectNames = DeadGLAToxicSupplyTruckHulk - Offset = X:0 Y:0 Z:0 + Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 @@ -8030,11 +8030,11 @@ ObjectCreationList OCL_InitialListeningOutpostDebris Count = 1 Mass = 9.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End End @@ -8054,11 +8054,11 @@ ObjectCreationList OCL_FinalListeningOutpostDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -8068,11 +8068,11 @@ ObjectCreationList OCL_FinalListeningOutpostDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -8082,11 +8082,11 @@ ObjectCreationList OCL_FinalListeningOutpostDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -8096,11 +8096,11 @@ ObjectCreationList OCL_FinalListeningOutpostDebris Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -8111,11 +8111,11 @@ ObjectCreationList OCL_FinalListeningOutpostDebris Count = 2 Mass = 15.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 40 - MaxForceMagnitude = 50 - MinForcePitch = 85 - MaxForcePitch = 90 - SpinRate = 90 + MinForceMagnitude = 40.0 + MaxForceMagnitude = 50.0 + MinForcePitch = 85.0 + MaxForcePitch = 90.0 + SpinRate = 90.0 BounceSound = VehicleDebris End @@ -8125,11 +8125,11 @@ ObjectCreationList OCL_FinalListeningOutpostDebris Count = 1 Mass = 15.0 Disposition = RANDOM_FORCE - MinForceMagnitude = 10 - MaxForceMagnitude = 20 - MinForcePitch = 35 - MaxForcePitch = 40 - SpinRate = 30 + MinForceMagnitude = 10.0 + MaxForceMagnitude = 20.0 + MinForcePitch = 35.0 + MaxForcePitch = 40.0 + SpinRate = 30.0 BounceSound = VehicleDebris End @@ -8246,12 +8246,12 @@ ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 1 - DropOffset = X:0 Y:0 Z:-2 - DropVariance = X:30 Y:40 Z:0 + DropOffset = X:0.0 Y:0.0 Z:-2.0 + DropVariance = X:30.0 Y:40.0 Z:0.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) Payload = Nuke_ChinaCarpetBomb 10 - DeliveryDistance = 350 - DeliveryDecalRadius = 180 + DeliveryDistance = 350.0 + DeliveryDecalRadius = 180.0 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL @@ -8272,7 +8272,7 @@ End ObjectCreationList SupW_OCL_AmericanPointDefenseDrone CreateObject - Offset = X:0 Y:0 Z:10 + Offset = X:0.0 Y:0.0 Z:10.0 ObjectNames = SupW_AmericaVehiclePointDefenseDrone IgnorePrimaryObstacle = YES Disposition = LIKE_EXISTING diff --git a/GeneralsZH/Data/INI/Roads.ini b/GeneralsZH/Data/INI/Roads.ini index d4ceda9..bc6c579 100644 --- a/GeneralsZH/Data/INI/Roads.ini +++ b/GeneralsZH/Data/INI/Roads.ini @@ -70,13 +70,13 @@ End Road GrassStrip Texture = TRGrassStrip.tga - RoadWidth = 8 + RoadWidth = 8.0 RoadWidthInTexture = 0.9 End Road GrassStripSnow Texture = TRGrassStripS.tga - RoadWidth = 8 + RoadWidth = 8.0 RoadWidthInTexture = 0.9 End @@ -231,7 +231,7 @@ Bridge ConcreteWide End Bridge ConcreteTwoLane - BridgeScale = 1 + BridgeScale = 1.0 RadarColor = R:192 G:192 B:192 BridgeModelName = CBBridgSm Texture = CBBridgeSm.tga @@ -269,7 +269,7 @@ Bridge ConcreteFourLane End Bridge ConcreteOneLane - BridgeScale = 1 + BridgeScale = 1.0 RadarColor = R:192 G:192 B:192 BridgeModelName = CBBridgSm Texture = CBBridgeSm.tga @@ -580,300 +580,300 @@ End Road Sidewalk Texture = TRSidewalk.tga - RoadWidth = 8 + RoadWidth = 8.0 RoadWidthInTexture = 0.9 End Road Sidewalk2 Texture = TRSidewalk2.tga - RoadWidth = 16 + RoadWidth = 16.0 RoadWidthInTexture = 0.9 End Road Sidewalk3 Texture = TRSidewalk3.tga - RoadWidth = 22 + RoadWidth = 22.0 RoadWidthInTexture = 0.9 End Road Sidewalk4 Texture = TRSidewalk4.tga - RoadWidth = 28 + RoadWidth = 28.0 RoadWidthInTexture = 0.9 End Road DirtRoad Texture = TRDirtRoad.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoad2 Texture = TRDirtRoad2.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road DirtRoad3 Texture = TRDirtRoad3.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road DirtRoad4 Texture = TRDirtRoad4.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoad5 Texture = TRDirtRoad6.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoadTracks Texture = TRDirtRoad7.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoadTracks2 Texture = TRDirtRoad8.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoadTracks3 Texture = TRDirtRoad9.tga - RoadWidth = 52 + RoadWidth = 52.0 RoadWidthInTexture = 0.95 End Road DirtRoadSnow Texture = TRDirtRoad5.tga - RoadWidth = 60 + RoadWidth = 60.0 RoadWidthInTexture = 0.95 End Road ParkingLines Texture = TRParkingLines.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End Road ParkLinesDiag Texture = TRParkLinesDiag.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End Road SandRoad1 Texture = TRSandRoad.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road DirtPath1 Texture = TRDirtPath.tga - RoadWidth = 10 + RoadWidth = 10.0 RoadWidthInTexture = 0.95 End Road DirtPath2 Texture = TRDirtPath2.tga - RoadWidth = 10 + RoadWidth = 10.0 RoadWidthInTexture = 0.95 End Road GravelRoad Texture = TRGravelRoad.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road GravelRoadSnow Texture = TRGravelRoadS.tga - RoadWidth = 33 + RoadWidth = 33.0 RoadWidthInTexture = 0.95 End Road DirtPath2Leaves Texture = TRDirtPath3.tga - RoadWidth = 10 + RoadWidth = 10.0 RoadWidthInTexture = 0.95 End Road TrainTrack Texture = TRTrainTrack.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End Road TrainTrack2 Texture = TRTrainTrack2.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End Road TrainTrack3 Texture = TRTrainTrack3.tga - RoadWidth = 35 + RoadWidth = 35.0 RoadWidthInTexture = 0.95 End Road ArrowLong Texture = TRArrowLng.tga - RoadWidth = 10 - RoadWidthInTexture = 3 + RoadWidth = 10.0 + RoadWidthInTexture = 3.0 End Road ArrowBiDirectional Texture = TRArrowBiDir.tga - RoadWidth = 10 - RoadWidthInTexture = 3 + RoadWidth = 10.0 + RoadWidthInTexture = 3.0 End Road ArrowLarge Texture = TRArrow.tga - RoadWidth = 10 - RoadWidthInTexture = 3 + RoadWidth = 10.0 + RoadWidthInTexture = 3.0 End Road WordYield Texture = TRWdYield.tga - RoadWidth = 8 - RoadWidthInTexture = 3 + RoadWidth = 8.0 + RoadWidthInTexture = 3.0 End Road WordCaution Texture = TRWdCaution.tga - RoadWidth = 10 - RoadWidthInTexture = 3 + RoadWidth = 10.0 + RoadWidthInTexture = 3.0 End Road WordStopHere Texture = TRWdStopHere.tga - RoadWidth = 10 - RoadWidthInTexture = 3 + RoadWidth = 10.0 + RoadWidthInTexture = 3.0 End Road NoSymbol Texture = TRNoSymbol.tga - RoadWidth = 10 - RoadWidthInTexture = 3 + RoadWidth = 10.0 + RoadWidthInTexture = 3.0 End Road StreetHoleCover Texture = TRStrtHoleCvr.tga - RoadWidth = 10 - RoadWidthInTexture = 3 + RoadWidth = 10.0 + RoadWidthInTexture = 3.0 End Road CircleCross Texture = TRCircleCross.tga - RoadWidth = 10 - RoadWidthInTexture = 3 + RoadWidth = 10.0 + RoadWidthInTexture = 3.0 End Road Helipad Texture = TRHelipad.tga - RoadWidth = 15 - RoadWidthInTexture = 3 + RoadWidth = 15.0 + RoadWidthInTexture = 3.0 End Road ParkSpace Texture = TRParkSpace.tga - RoadWidth = 15 - RoadWidthInTexture = 3 + RoadWidth = 15.0 + RoadWidthInTexture = 3.0 End Road Cross Texture = TRCross.tga - RoadWidth = 15 - RoadWidthInTexture = 3 + RoadWidth = 15.0 + RoadWidthInTexture = 3.0 End Road SingleWhiteLine Texture = TRSingleWhite.tga - RoadWidth = 20 + RoadWidth = 20.0 RoadWidthInTexture = 0.9 End Road CautionStrip Texture = TRCautionStrip.tga - RoadWidth = 20 + RoadWidth = 20.0 RoadWidthInTexture = 0.9 End Road ThickLine Texture = TRThickLine.tga - RoadWidth = 20 + RoadWidth = 20.0 RoadWidthInTexture = 0.9 End Road DashedLineWhite Texture = TRDashedWhite.tga - RoadWidth = 20 + RoadWidth = 20.0 RoadWidthInTexture = 0.9 End Road CautionArea Texture = TRCautionArea.tga - RoadWidth = 20 + RoadWidth = 20.0 RoadWidthInTexture = 0.9 End Road CautionAreaYellow Texture = TRCautionAreaY.tga - RoadWidth = 20 + RoadWidth = 20.0 RoadWidthInTexture = 0.9 End Road CrossWalk Texture = TRCrossWalk.tga - RoadWidth = 20 + RoadWidth = 20.0 RoadWidthInTexture = 0.9 End Road CrossWalkYellow Texture = TRCrossWalkY.tga - RoadWidth = 20 + RoadWidth = 20.0 RoadWidthInTexture = 0.9 End Road DryCracks01 Texture = TRCrackEarth01.tga - RoadWidth = 40 - RoadWidthInTexture = 3 + RoadWidth = 40.0 + RoadWidthInTexture = 3.0 End Road DryCracks02 Texture = TRCrackEarth02.tga - RoadWidth = 40 - RoadWidthInTexture = 3 + RoadWidth = 40.0 + RoadWidthInTexture = 3.0 End Road DryCracks03 Texture = TRCrackEarth03.tga - RoadWidth = 40 - RoadWidthInTexture = 3 + RoadWidth = 40.0 + RoadWidthInTexture = 3.0 End Road DryCracks04 Texture = TRCrackEarth04.tga - RoadWidth = 40 - RoadWidthInTexture = 3 + RoadWidth = 40.0 + RoadWidthInTexture = 3.0 End Road Cracks Texture = TRCracks.tga - RoadWidth = 40 - RoadWidthInTexture = 3 + RoadWidth = 40.0 + RoadWidthInTexture = 3.0 End Road CobbleStones Texture = TRCobbleStones.tga - RoadWidth = 40 - RoadWidthInTexture = 3 + RoadWidth = 40.0 + RoadWidthInTexture = 3.0 End diff --git a/GeneralsZH/Data/INI/SoundEffects.ini b/GeneralsZH/Data/INI/SoundEffects.ini index be22c9e..22ac355 100644 --- a/GeneralsZH/Data/INI/SoundEffects.ini +++ b/GeneralsZH/Data/INI/SoundEffects.ini @@ -21,7 +21,7 @@ AudioEvent Explosion Control = INTERRUPT RANDOM Priority = LOW Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% LowPassCutoff = 50% @@ -30,7 +30,7 @@ End AudioEvent GenericTankGunFire Sounds = vcruweaa vcruweab vcruweac - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 2 Volume = 90% @@ -53,16 +53,16 @@ AudioEvent F15MoveLoop Priority = LOW Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 100 - MaxRange = 600 + PitchShift = -10.0 10.0 + MinRange = 100.0 + MaxRange = 600.0 Type = WORLD SHROUDED EVERYONE End AudioEvent ParachuteDrop Sounds = sparadra VolumeShift = -15% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -72,8 +72,8 @@ AudioEvent AirRaidSiren Volume = 70% MinVolume = 50% Priority = CRITICAL - MinRange = 500 - MaxRange = 5000 + MinRange = 500.0 + MaxRange = 5000.0 Type = WORLD EVERYONE End @@ -81,9 +81,9 @@ AudioEvent GenericMachineGunFire Sounds = iseaatta iseaattb Priority = LOW Volume = 60% - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -10 10 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -94,9 +94,9 @@ AudioEvent HeroUSAKnifeAttack Limit = 2 Priority = LOW Volume = 60% - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -10 10 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -105,7 +105,7 @@ AudioEvent BuildingDestroy Control = RANDOM INTERRUPT Priority = NORMAL VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -115,7 +115,7 @@ AudioEvent BuildingDamage Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h Control = RANDOM INTERRUPT Limit = 2 - PitchShift = -3 3 + PitchShift = -3.0 3.0 VolumeShift = -20% Volume = 65% Priority = NORMAL @@ -129,7 +129,7 @@ AudioEvent ExplosionDirt Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Priority = NORMAL LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE @@ -140,7 +140,7 @@ AudioEvent BuildingShatter Control = RANDOM Priority = NORMAL VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Type = WORLD SHROUDED EVERYONE End @@ -149,7 +149,7 @@ AudioEvent MolotovCocktailShatter Control = INTERRUPT RANDOM Priority = NORMAL VolumeShift = -10% - PitchShift = -20 40 + PitchShift = -20.0 40.0 Volume = 35% Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -347,7 +347,7 @@ AudioEvent CarMount Sounds = gcarmoua gcarmoub gcarmouc Volume = 80% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -357,7 +357,7 @@ AudioEvent CarCrush Control = INTERRUPT Limit = 2 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -369,9 +369,9 @@ AudioEvent TurretMoveLoop Sounds = Attack = Decay = - PitchShift = -26 -16 - MinRange = 100 - MaxRange = 600 + PitchShift = -26.0 -16.0 + MinRange = 100.0 + MaxRange = 600.0 Volume = 10% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -382,9 +382,9 @@ AudioEvent TurretMoveLoopLoud Sounds = Attack = Decay = - PitchShift = -70 -50 - MinRange = 100 - MaxRange = 600 + PitchShift = -70.0 -50.0 + MinRange = 100.0 + MaxRange = 600.0 Volume = 30% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -394,7 +394,7 @@ AudioEvent CrushTree Sounds = gtreimpa gtreimpb gtreimpc gtreimpd Volume = 55% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 ; MinRange = 100.00 ; MaxRange = 250.00 Priority = LOW @@ -404,7 +404,7 @@ End AudioEvent FireHydrantBreak Sounds = ghydimpa VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -414,7 +414,7 @@ AudioEvent GasStationDie Volume = 110% Limit = 1 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -424,7 +424,7 @@ AudioEvent LampPostShear Sounds = glamimpa Volume = 55% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -433,7 +433,7 @@ AudioEvent InfantryCrush Sounds = ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -445,7 +445,7 @@ AudioEvent VehicleDebris Volume = 40% Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -455,7 +455,7 @@ AudioEvent StreetSignImpact Volume = 70% Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -474,9 +474,9 @@ AudioEvent TreeBounce Volume = 60% Limit = 2 VolumeShift = -10% - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 250 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 250.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -486,7 +486,7 @@ AudioEvent LampPostBounce Volume = 65% Limit = 2 VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -506,10 +506,10 @@ AudioEvent NapalmMissileMoveLoop Attack = iroclo1 Decay = iroclo3 Volume = 40% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -520,7 +520,7 @@ AudioEvent FireStormMissileWeapon Priority = LOW Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -532,7 +532,7 @@ AudioEvent FireStorm Volume = 105% Limit = 1 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -542,7 +542,7 @@ AudioEvent BlackNapalmFireStorm Volume = 105% Limit = 1 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -552,7 +552,7 @@ AudioEvent ExplosionBarrel Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Volume = 100% Priority = LOW LowPassCutoff = 50% @@ -564,7 +564,7 @@ AudioEvent CINE_ExplosionBarrel01 Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Volume = 100% Priority = LOW LowPassCutoff = 50% @@ -576,7 +576,7 @@ AudioEvent CINE_ExplosionBarrel02 Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Volume = 100% Priority = LOW LowPassCutoff = 50% @@ -587,15 +587,15 @@ AudioEvent PoliceCarDie Sounds = vcopdia Volume = 60% Limit = 2 - ; MinRange = 100 - ; MaxRange = 400 + ; MinRange = 100.0 + ; MaxRange = 400.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent GarrisonEnter Sounds = ggarenta ggarentb ggarentc Control = RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 70% VolumeShift = -20% Priority = NORMAL @@ -605,7 +605,7 @@ End AudioEvent GarrisonExit Sounds = ggarexia ggarexib ggarexic Control = RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 80% Priority = LOW @@ -653,8 +653,8 @@ End AudioEvent UnableToSetRallyPoint Sounds = uralsetn - ; MinRange = 200 - ; MaxRange = 500 + ; MinRange = 200.0 + ; MaxRange = 500.0 MinVolume = 70% Priority = HIGH Type = WORLD PLAYER @@ -683,12 +683,12 @@ AudioEvent RangerCombatDropKillSound Sounds = iranweaa iranweab iranweac iranwead iranweae ; iranweaf iranweag Control = RANDOM Priority = LOW - PitchShift = -1 1 + PitchShift = -1.0 1.0 VolumeShift = -15% Limit = 4 Volume = 75% ; 55 test - MinRange = 400 - MaxRange = 800 + MinRange = 400.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -696,19 +696,19 @@ AudioEvent RangerWeapon Sounds = iranweaa iranweab iranweac iranwead iranweae ; iranweaf iranweag Control = RANDOM Priority = NORMAL - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -15% Limit = 3 Volume = 60% - ; MinRange = 200 - ; MaxRange = 800 + ; MinRange = 200.0 + ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE End AudioEvent CrusaderTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Limit = 2 @@ -719,7 +719,7 @@ End AudioEvent CrusaderTankMoveStart Sounds = vcrustaa vcrustab vcrustac vcrustad Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 65% @@ -731,7 +731,7 @@ AudioEvent CrusaderTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM Volume = 55% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 1000 VolumeShift = -10% Priority = LOW @@ -741,7 +741,7 @@ End AudioEvent MilitiaTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Limit = 2 @@ -752,7 +752,7 @@ End AudioEvent MilitiaTankMoveStart Sounds = vcrustaa vcrustab vcrustac vcrustad Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 50% @@ -764,7 +764,7 @@ AudioEvent MilitiaTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM Volume = 55% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 1000 VolumeShift = -10% Priority = LOW @@ -776,7 +776,7 @@ AudioEvent BattleDroneMoveStart Sounds = Priority = LOW Delay = 0 800 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 50% Type = WORLD SHROUDED EVERYONE @@ -789,7 +789,7 @@ AudioEvent BattleDroneVoiceCreate Limit = 3 Delay = 0 800 Volume = 55% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -801,7 +801,7 @@ AudioEvent HellfireDroneVoiceCreate Limit = 3 Delay = 0 800 Volume = 55% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -812,7 +812,7 @@ AudioEvent BattleDroneDie Control = RANDOM Limit = 3 Volume = 75% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -822,7 +822,7 @@ AudioEvent ScoutDroneMoveStart Sounds = ; vsdrstaa vsdrstab vsdrstac vsdrstad Priority = LOW Delay = 0 800 - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -10% Volume = 60% Priority = LOW @@ -835,7 +835,7 @@ AudioEvent ScoutDroneVoiceCreate Limit = 3 Delay = 0 800 Volume = 65% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -846,7 +846,7 @@ AudioEvent ScoutDroneDie Control = RANDOM Limit = 3 Volume = 75% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -858,7 +858,7 @@ AudioEvent SpyDroneCreate Limit = 3 Delay = 0 800 Volume = 75% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Priority = NORMAL Type = WORLD PLAYER @@ -869,7 +869,7 @@ AudioEvent TomahawkMoveStart Sounds = vtomstaa vtomstab vtomstac Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -15% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -879,7 +879,7 @@ AudioEvent MedicMoveStart Sounds = vpristaa vpristab vpristac Priority = LOW Delay = 0 800 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 50% Type = WORLD SHROUDED EVERYONE @@ -889,7 +889,7 @@ AudioEvent DozerUSAMoveStart Sounds = vtrostaa vtrostab vtrostac vtrostad Delay = 0 800 Priority = LOW - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -900,7 +900,7 @@ AudioEvent NukeCannonMoveStart Sounds = vnukstaa vnukstab vnukstac vnukstad Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -15% Volume = 70% Type = WORLD SHROUDED EVERYONE @@ -912,10 +912,10 @@ AudioEvent OverlordTankMoveStart Delay = 0 800 Priority = LOW Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -15% Volume = 95% - MinRange = 225 + MinRange = 225.0 Type = WORLD SHROUDED EVERYONE End @@ -924,7 +924,7 @@ AudioEvent InfernoCannonMoveStart Control = RANDOM Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 75% Type = WORLD SHROUDED EVERYONE @@ -935,11 +935,11 @@ AudioEvent DragonTankWeaponLoop Sounds = vdralo2a vdralo2c vdralo2d ; vdralo2b Attack = vdralo1a Decay = vdralo3a - PitchShift = -10 0 + PitchShift = -10.0 0.0 VolumeShift = -15% Volume = 50% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -951,7 +951,7 @@ AudioEvent DragonTankMoveStart Control = RANDOM Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -961,7 +961,7 @@ AudioEvent TroopCrawlerMoveStart Sounds = vtrostaa vtrostab vtrostac vtrostad Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -15% Volume = 70% Type = WORLD SHROUDED EVERYONE @@ -972,7 +972,7 @@ AudioEvent ScudLauncherMoveStart Sounds = vscustaa vscustab vscustac Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Type = WORLD SHROUDED EVERYONE @@ -980,7 +980,7 @@ End AudioEvent BattleMasterTankMoveStart Sounds = vbatstaa vbatstab vbatstac vbatstad - PitchShift = -10 0 + PitchShift = -10.0 0.0 Delay = 0 800 Volume = 60% Priority = LOW @@ -990,7 +990,7 @@ End AudioEvent BattlemasterTankWeapon Sounds = vbatweaa vbatweab vbatweac Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 85% Limit = 3 @@ -1002,7 +1002,7 @@ End AudioEvent PaladinTankMoveStart Sounds = vpalstaa vpalstab vpalstac vpalstad vpalstae vpalstaf vpalstag Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 65% @@ -1014,7 +1014,7 @@ End AudioEvent PaladinTankWeapon Sounds = vpalweaa vpalweab vpalweac Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 115% Limit = 2 @@ -1027,7 +1027,7 @@ AudioEvent RebelWeapon Control = RANDOM INTERRUPT Limit = 3 Priority = NORMAL - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -10% Volume = 65% Type = WORLD SHROUDED EVERYONE @@ -1038,7 +1038,7 @@ AudioEvent RebelWeaponTranquilizer Control = RANDOM INTERRUPT Limit = 2 Priority = NORMAL - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 90% Type = WORLD SHROUDED EVERYONE @@ -1047,7 +1047,7 @@ End AudioEvent InfernoCannonWeapon Sounds = vinfweaa vinfweab vinfweac Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 105% Limit = 2 @@ -1060,7 +1060,7 @@ AudioEvent ScorpionTankMoveStart Control = RANDOM Delay = 0 400 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 65% Type = WORLD SHROUDED EVERYONE @@ -1071,7 +1071,7 @@ AudioEvent MarauderTankMoveStart Control = RANDOM Delay = 0 400 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Type = WORLD SHROUDED EVERYONE @@ -1083,7 +1083,7 @@ AudioEvent MarauderTankWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1095,7 +1095,7 @@ AudioEvent ScorpionMissileWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -1108,7 +1108,7 @@ AudioEvent StingerMissileWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 85% Type = WORLD SHROUDED EVERYONE End @@ -1119,7 +1119,7 @@ AudioEvent ComancheMissileWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1130,7 +1130,7 @@ AudioEvent ComancheRocketPodWeaponSound Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -1141,7 +1141,7 @@ AudioEvent RocketBuggyWeapon Priority = NORMAL Limit = 4 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 70% Type = WORLD SHROUDED EVERYONE End @@ -1152,7 +1152,7 @@ AudioEvent RocketBuggyMoveStart Limit = 3 Delay = 0 400 Priority = LOW - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -10% Volume = 50% Type = WORLD SHROUDED EVERYONE @@ -1162,7 +1162,7 @@ AudioEvent ToxinTractorMoveStart Sounds = vtoxstaa vtoxstab vtoxstac Delay = 0 400 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 65% Type = WORLD SHROUDED EVERYONE @@ -1173,7 +1173,7 @@ AudioEvent TechnicalWeapon Sounds = vtecweaa vtecweab vtecweac vtecwead vtecweae Limit = 2 VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1205,7 +1205,7 @@ AudioEvent TechnicalMoveStart Limit = 3 Priority = LOW Delay = 0 1400 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 55% Type = WORLD SHROUDED EVERYONE @@ -1217,7 +1217,7 @@ AudioEvent BombTruckMoveStart Sounds = vbomstaa vbomstab vbomstac vbomstad vbomstae Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -1226,7 +1226,7 @@ End AudioEvent QuadCannonWeapon Sounds = vquaweaa vquaweab vquaweac vquawead vquaweae vquaweaf vquaweag Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 VolumeShift = -15% Volume = 75% @@ -1238,7 +1238,7 @@ AudioEvent QuadCannonMoveStart Sounds = vquastaa vquastab vquastac Delay = 0 700 Priority = LOW - PitchShift = -2 2 + PitchShift = -2.0 2.0 VolumeShift = -10% Volume = 65% Type = WORLD SHROUDED EVERYONE @@ -1247,7 +1247,7 @@ End AudioEvent SupplyTruckMoveStart Sounds = vcarstaa vcarstab vcarstac Volume = 50% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 0 500 VolumeShift = -20% Control = RANDOM @@ -1260,7 +1260,7 @@ AudioEvent DozerChinaMoveStart Sounds = vtrostaa vtrostab vtrostac vtrostad Delay = 0 800 Priority = LOW - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% Type = WORLD SHROUDED EVERYONE @@ -1401,10 +1401,10 @@ AudioEvent CINE_SatSound01Loop Sounds = bstrsela Attack = vcomlo1a Decay = vcomlo3a - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Volume = 60% Limit = 2 Priority = LOW @@ -1440,8 +1440,8 @@ AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop Limit = 2 Volume = 40% Priority = LOW - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Type = UI PLAYER End @@ -1474,8 +1474,8 @@ AudioEvent StrategyCenter_TurretMoveLoop Sounds = vnuklo2a vnuklo2b Attack = vnuklo1a Decay = vnuklo3a - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 VolumeShift = -10% Volume = 55% Priority = LOWEST @@ -1485,7 +1485,7 @@ End AudioEvent StrategyCenter_ArtilleryRound Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 2 Priority = NORMAL @@ -1608,9 +1608,9 @@ End ; Priority = LOWEST ; Volume = 35% ; VolumeShift = -10% -; PitchShift = -10 10 -; MinRange = 100 -; MaxRange = 250 +; PitchShift = -10.0 10.0 +; MinRange = 100.0 +; MaxRange = 250.0 ; Delay = 6000 10000 ; SoundsMorning = abirm01a abirm01b abirm01c ; Sounds = abirj02a abirj02b abirj02c abirj02d abirj02e abirj02f abirj02g @@ -1624,10 +1624,10 @@ AudioEvent ComancheAmbientLoop Sounds = vcomlo2a vcomlo2b vcomlo2c vcomlo2d Attack = vcomlo1a Decay = vcomlo3a - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Volume = 60% Limit = 2 Priority = LOW @@ -1639,7 +1639,7 @@ AudioEvent ComancheDamagedLoop Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a Volume = 85% - MinRange = 150 + MinRange = 150.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1684,7 +1684,7 @@ AudioEvent DemoTrapExplosion Sounds = gexpdema gexpdemb gexpdemc Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Limit = 2 Priority = NORMAL @@ -1696,7 +1696,7 @@ AudioEvent RocketBuggyPowerslide Sounds = vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih Control = RANDOM VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 40% Limit = 2 Priority = LOWEST @@ -1707,7 +1707,7 @@ AudioEvent RocketBuggyLand Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 50% Limit = 2 Priority = LOWEST @@ -1718,7 +1718,7 @@ AudioEvent CarDie Sounds = vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Limit = 2 Priority = NORMAL @@ -1729,7 +1729,7 @@ AudioEvent TerroristSuicides Sounds = gexpmina gexpminb Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Limit = 2 Priority = NORMAL @@ -1740,7 +1740,7 @@ AudioEvent ExplosionRocketBuggyMissile Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -15 15 + PitchShift = -15.0 15.0 Volume = 85% Limit = 2 Priority = NORMAL @@ -1753,7 +1753,7 @@ AudioEvent BuildingToppleDelayMetal Sounds = btopp01a Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Limit = 2 Priority = LOW @@ -1764,7 +1764,7 @@ AudioEvent BuildingToppleDelayStone Sounds = btopp02a Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Limit = 2 Priority = LOW @@ -1775,10 +1775,10 @@ AudioEvent BuildingFallingMetal Sounds = bfall01a Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% - ; MinRange = 200 - ; MaxRange = 500 + ; MinRange = 200.0 + ; MaxRange = 500.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1788,10 +1788,10 @@ AudioEvent BuildingFallingStone Sounds = bfall02a Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% - ; MinRange = 200 - ; MaxRange = 500 + ; MinRange = 200.0 + ; MaxRange = 500.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1802,7 +1802,7 @@ AudioEvent BuildingDestroyStone Control = RANDOM INTERRUPT Priority = LOW VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -1812,7 +1812,7 @@ AudioEvent ExplosionGeneric Sounds = gexp14a gexp14b gexp14c gexp14d gexp15a Control = INTERRUPT RANDOM Limit = 1 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% Priority = NORMAL @@ -1824,7 +1824,7 @@ AudioEvent BuildingCollapse1 Sounds = bcoll01a bcoll01b bcoll02a bcoll03a Control = INTERRUPT RANDOM Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -1835,7 +1835,7 @@ AudioEvent BuildingCollapse2 Sounds = bcoll02a bcoll03a Control = INTERRUPT RANDOM Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -1845,7 +1845,7 @@ End AudioEvent BuildingCollapse3 Sounds = bcoll03a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -1857,7 +1857,7 @@ AudioEvent CarDamagedMoveLoop Control = RANDOM LOOP Limit = 2 Delay = 4000 10000 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Priority = LOW @@ -1867,7 +1867,7 @@ End AudioEvent ComancheCrash Sounds = vcomcraa Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% VolumeShift = -10% Priority = NORMAL @@ -1877,7 +1877,7 @@ End AudioEvent ComancheCrashGlobal Sounds = vcomcraa Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD GLOBAL Priority = NORMAL MinVolume = 80% @@ -1886,7 +1886,7 @@ End AudioEvent ComancheDie Sounds = vcomdi1a Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1895,7 +1895,7 @@ End AudioEvent MIGDie Sounds = vcomdi1a Limit = 3 - PitchShift = -10 0 + PitchShift = -10.0 0.0 VolumeShift = -10% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1906,7 +1906,7 @@ AudioEvent MIGAfterburner Control = INTERRUPT RANDOM Priority = LOW Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -1916,7 +1916,7 @@ AudioEvent VehicleImpactLight Control = RANDOM INTERRUPT Priority = LOW Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% ; MinRange = 200.00 ; MaxRange = 800.00 @@ -1929,7 +1929,7 @@ AudioEvent VehicleImpactHeavy Sounds = gvehim2a gvehim2b gvehim2c gvehim2d gvehim2e gvehim2f gvehim2g gvehim2h gvehim2i Control = RANDOM INTERRUPT Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -20% Volume = 70% Priority = NORMAL @@ -1941,7 +1941,7 @@ AudioEvent DaisyCutterWeapon Sounds = vdaiweaa Limit = 3 Priority = HIGH - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 60% ; do not modify -mp Type = WORLD SHROUDED EVERYONE @@ -1950,7 +1950,7 @@ End AudioEvent ComancheSpinExplosion Sounds = vcomdi2a Limit = 3 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Priority = NORMAL LowPassCutoff = 60% @@ -1961,7 +1961,7 @@ AudioEvent BEAVIS_Boing Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -2007,7 +2007,7 @@ AudioEvent DebrisBigMetal Control = RANDOM Limit = 2 VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2024,7 +2024,7 @@ AudioEvent QuadCannonCatchFire Sounds = vquadiea Limit = 1 VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2035,7 +2035,7 @@ AudioEvent TankDie Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 105% Limit = 4 Priority = NORMAL @@ -2046,7 +2046,7 @@ AudioEvent BuildingImpactHeavy Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h Control = RANDOM INTERRUPT Limit = 2 - PitchShift = -3 3 + PitchShift = -3.0 3.0 VolumeShift = -20% Volume = 65% Priority = LOW @@ -2058,7 +2058,7 @@ AudioEvent BuildingImpactLight Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -3 3 + PitchShift = -3.0 3.0 Delay = 0 500 VolumeShift = -10% Volume = 55% @@ -2069,10 +2069,10 @@ AudioEvent TechnicalBodyfall Sounds = vtecfala vtecfalb Control = RANDOM Limit = 3 - PitchShift = -3 3 + PitchShift = -3.0 3.0 VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 300 + ; MinRange = 200.0 + ; MaxRange = 300.0 Volume = 60% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2084,11 +2084,11 @@ AudioEvent ChinookAmbientLoop Sounds = vchilo2a vchilo2b vchilo2c vchilo2d Attack = vchilo1a Decay = vchilo3a - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 45% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2102,8 +2102,8 @@ AudioEvent DamAmbientLoop Attack = gdamlo1a Limit = 1 Volume = 65% - MinRange = 100 - MaxRange = 800 + MinRange = 100.0 + MaxRange = 800.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2113,10 +2113,10 @@ AudioEvent DamDamageLoop1 Sounds = gdamlo2b gdamlo2c gdamlo2d Attack = gdamlo2a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% - MinRange = 200 - MaxRange = 900 + MinRange = 200.0 + MaxRange = 900.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2126,10 +2126,10 @@ AudioEvent DamDamageLoop2 Sounds = gdamlo3b gdamlo3c gdamlo3d Attack = gdamlo3a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2139,10 +2139,10 @@ AudioEvent DamDamageLoop3 Sounds = gdamlo5b gdamlo5c gdamlo5d Attack = gdamlo5a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2152,10 +2152,10 @@ AudioEvent DamBreakWaveLoop Sounds = gdamlo4b gdamlo4c gdamlo4d gdamlo4e Attack = gdamlo4a Limit = 1 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 130% - MinRange = 600 - MaxRange = 5000 + MinRange = 600.0 + MaxRange = 5000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2164,8 +2164,8 @@ AudioEvent DamBreakStage1 Sounds = gdambre1 Type = WORLD EVERYONE Volume = 120% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Priority = NORMAL MinVolume = 100% End @@ -2175,8 +2175,8 @@ AudioEvent DamBreakStage2 Volume = 120% Priority = NORMAL MinVolume = 100% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Type = WORLD EVERYONE End @@ -2185,8 +2185,8 @@ AudioEvent DamBreakStage3 Volume = 120% Priority = NORMAL MinVolume = 100% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Type = WORLD EVERYONE End @@ -2213,7 +2213,7 @@ AudioEvent RedGuardWeapon Control = RANDOM INTERRUPT Priority = NORMAL VolumeShift = -15% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 95% ; 75 test Type = WORLD SHROUDED EVERYONE @@ -2234,8 +2234,8 @@ AudioEvent ExplosionNeutron Limit = 1 Volume = 110% Priority = CRITICAL - MinRange = 500 - MaxRange = 5000 + MinRange = 500.0 + MaxRange = 5000.0 Type = WORLD EVERYONE End @@ -2243,11 +2243,11 @@ End AudioEvent OverlordTankWeapon Sounds = voveweaa voveweab voveweac vovewead Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 135% Limit = 3 - MinRange = 275 + MinRange = 275.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2272,9 +2272,9 @@ AudioEvent BuildingNeutronMissileHiss Control = LOOP ALL RANDOM Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a - PitchShift = -2 2 - MinRange = 175 - MaxRange = 800 + PitchShift = -2.0 2.0 + MinRange = 175.0 + MaxRange = 800.0 Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2284,7 +2284,7 @@ AudioEvent RedGuardCheer Sounds = iredcheb ; iredchec iredchea Control = RANDOM Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Type = UI PLAYER End @@ -2293,7 +2293,7 @@ AudioEvent BattleCrySound Sounds = iredchea iredcheb iredchec Control = RANDOM Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Type = UI PLAYER End @@ -2331,7 +2331,7 @@ AudioEvent RaptorJetMissileWeapon Control = INTERRUPT RANDOM Priority = LOW Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -2341,7 +2341,7 @@ AudioEvent StealthJetMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -2351,7 +2351,7 @@ AudioEvent AuroraJetMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -2361,7 +2361,7 @@ AudioEvent A10ThunderboltMissileWeaponSound Control = INTERRUPT RANDOM Priority = NORMAL Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -2371,7 +2371,7 @@ AudioEvent ExplosionJetMissile Priority = NORMAL Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 75% Limit = 1 LowPassCutoff = 50% @@ -2385,9 +2385,9 @@ AudioEvent StealthFighterAmbientLoop Control = LOOP ALL RANDOM Volume = 60% Limit = 3 - MinRange = 75 - MaxRange = 700 - PitchShift = -3 3 + MinRange = 75.0 + MaxRange = 700.0 + PitchShift = -3.0 3.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2397,11 +2397,11 @@ AudioEvent AuroraBomberAmbientLoop Attack = vaurlo1a Decay = vaurlo3a Control = LOOP ALL RANDOM - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Volume = 70% Limit = 3 - PitchShift = -3 3 + PitchShift = -3.0 3.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2411,11 +2411,11 @@ AudioEvent SpectreGunshipAmbientLoop Attack = vaurlo1a Decay = vaurlo3a Control = LOOP ALL RANDOM - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Volume = 90% Limit = 3 - PitchShift = -25 -15 + PitchShift = -25.0 -15.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2425,8 +2425,8 @@ AudioEvent SpectreGunshipAfterburnerLoop ; Attack = vaurlo1a ; Decay = vaurlo3a Control = ALL RANDOM - MinRange = 300 - MaxRange = 200 + MinRange = 300.0 + MaxRange = 200.0 Volume = 100% Limit = 2 Priority = HIGH @@ -2438,11 +2438,11 @@ AudioEvent RaptorAmbientLoop Attack = vraplo1a Decay = vraplo3a Control = LOOP ALL RANDOM - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Volume = 60% Limit = 2 - PitchShift = -3 3 + PitchShift = -3.0 3.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2454,8 +2454,8 @@ AudioEvent B52AmbientLoop Control = LOOP ALL RANDOM Volume = 70% Limit = 3 - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2467,8 +2467,8 @@ AudioEvent CINE_B52AmbientLoop Control = LOOP ALL RANDOM Volume = 90% Limit = 3 - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2480,8 +2480,8 @@ AudioEvent C130AmbientLoop Control = LOOP ALL RANDOM Volume = 80% Limit = 3 - MinRange = 75 - MaxRange = 700 + MinRange = 75.0 + MaxRange = 700.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2493,9 +2493,9 @@ AudioEvent MigAmbientLoop Control = LOOP ALL RANDOM Volume = 55% Limit = 3 - MinRange = 75 - MaxRange = 700 - PitchShift = -3 3 + MinRange = 75.0 + MaxRange = 700.0 + PitchShift = -3.0 3.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2505,7 +2505,7 @@ AudioEvent MigJetNapalmWeapon Control = INTERRUPT RANDOM Priority = LOW Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2515,11 +2515,11 @@ AudioEvent BattleshipWeapon Sounds = vbshweaa vbshweab Priority = HIGH Control = INTERRUPT RANDOM - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 110% - MinRange = 700 - MaxRange = 10000 + MinRange = 700.0 + MaxRange = 10000.0 Limit = 3 LowPassCutoff = 50% Type = WORLD SHROUDED EVERYONE @@ -2530,9 +2530,9 @@ AudioEvent ExplosionBattleshipTarget Priority = HIGH Control = INTERRUPT RANDOM Limit = 2 - MinRange = 200 - MaxRange = 900 - PitchShift = -10 10 + MinRange = 200.0 + MaxRange = 900.0 + PitchShift = -10.0 10.0 Volume = 120% Type = WORLD SHROUDED EVERYONE End @@ -2552,7 +2552,7 @@ AudioEvent ScorpionTankWeapon Sounds = vscoweaa vscoweab vscoweac vscowead Volume = 95% Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Control = INTERRUPT RANDOM Priority = NORMAL @@ -2562,7 +2562,7 @@ End AudioEvent HumveeWeapon Sounds = vhumweaa vhumweab vhumweac vhumwead Volume = 75% - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Control = INTERRUPT RANDOM @@ -2576,7 +2576,7 @@ AudioEvent HumveeWeaponTOW Priority = LOW Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2607,7 +2607,7 @@ End AudioEvent HumveeMoveStart Sounds = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae Volume = 60% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 0 500 VolumeShift = -10% Control = RANDOM @@ -2623,7 +2623,7 @@ AudioEvent TomahawkWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2631,7 +2631,7 @@ End AudioEvent POWTruckUSAMoveStart Sounds = vpoastaa vpoastab vpoastac vpoastad Volume = 55% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 500 VolumeShift = -10% Priority = LOW @@ -2653,8 +2653,8 @@ AudioEvent DefectorTimerTick Limit = 2 Volume = 50% VolumeShift = -10% - MinRange = 200 - MaxRange = 1200 + MinRange = 200.0 + MaxRange = 1200.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2664,8 +2664,8 @@ AudioEvent CaptureTick Control = INTERRUPT Limit = 2 Volume = 70% - MinRange = 200 - MaxRange = 1200 + MinRange = 200.0 + MaxRange = 1200.0 Type = WORLD SHROUDED EVERYONE End @@ -2707,7 +2707,7 @@ End AudioEvent HeroGLAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 90% @@ -2717,7 +2717,7 @@ End AudioEvent HeroUSAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 90% @@ -2731,9 +2731,9 @@ AudioEvent AmbientInfantryCharge1 Decay = ainfa01f Priority = HIGH Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 700 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 700.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2743,9 +2743,9 @@ AudioEvent AmbientCrowdAngryArabs1 Sounds = aangr01a aangr01b aangr01c aangr01d Decay = ainfa01e Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 500 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 500.0 Volume = 25% Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -2763,7 +2763,7 @@ AudioEvent ScriptShellScream1 Sounds = sshel01a sshel01b Control = INTERRUPT Priority = HIGH - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 60% Type = UI PLAYER End @@ -2772,7 +2772,7 @@ AudioEvent ScriptShellScream2 Sounds = sshel02a sshel02b Control = INTERRUPT Priority = HIGH - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 60% Type = UI PLAYER End @@ -2784,7 +2784,7 @@ AudioEvent TunnelRocketWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2795,7 +2795,7 @@ AudioEvent RPGTrooperWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -2806,7 +2806,7 @@ AudioEvent MissileDefenderWeapon Priority = NORMAL Limit = 5 VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2817,7 +2817,7 @@ AudioEvent TankHunterWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -2828,7 +2828,7 @@ AudioEvent GattlingCannonWeapon Sounds = bgatweaa bgatweab bgatweac bgatwead VolumeShift = -10% Volume = 80% - MinRange = 175 + MinRange = 175.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2839,7 +2839,7 @@ AudioEvent GattlingTankWeapon Sounds = bgatweaa bgatweab bgatweac bgatwead VolumeShift = -10% Volume = 80% - MinRange = 175 + MinRange = 175.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2848,7 +2848,7 @@ End AudioEvent AngryMobWeaponPistol Control = RANDOM INTERRUPT Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 90% Limit = 3 @@ -2859,7 +2859,7 @@ End AudioEvent AngryMobWeaponMolotov Control = RANDOM INTERRUPT Sounds = iangwe2a iangwe2b - PitchShift = -20 10 + PitchShift = -20.0 10.0 VolumeShift = -10% Volume = 90% Limit = 3 @@ -2873,10 +2873,10 @@ AudioEvent AngryMobAmbientLoop Attack = ianglo1a Decay = ianglo3a Priority = NORMAL - MinRange = 100 - MaxRange = 700 + MinRange = 100.0 + MaxRange = 700.0 Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -2920,7 +2920,7 @@ AudioEvent ToxinTractorContaminate Control = RANDOM INTERRUPT Sounds = vtoxcona vtoxconb vtoxconc VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Limit = 2 Priority = NORMAL @@ -2933,7 +2933,7 @@ AudioEvent ToxinTractorWeaponLoop Sounds = vtoxlo2a vtoxlo2b vtoxlo2c vtoxlo2d Attack = vtoxlo1a Decay = vtoxlo3a - PitchShift = -10 0 + PitchShift = -10.0 0.0 VolumeShift = -15% Volume = 70% Limit = 3 @@ -2948,7 +2948,7 @@ AudioEvent ConvoyTruckMoveStart Control = RANDOM INTERRUPT Limit = 2 Volume = 55% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 500 VolumeShift = -10% Priority = LOW @@ -2979,7 +2979,7 @@ AudioEvent ExplosionCarpetBomb Sounds = gexpcara gexpcarb gexpcarc gexpcard Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -25% Volume = 90% Priority = NORMAL @@ -2989,7 +2989,7 @@ End AudioEvent RadarVanMoveStart Sounds = vradstaa vradstab vradstac Volume = 55% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 0 500 VolumeShift = -10% Control = RANDOM @@ -3001,7 +3001,7 @@ End AudioEvent CarMoveStart Sounds = vcarstaa vcarstab vcarstac Volume = 55% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 0 500 VolumeShift = -10% Control = RANDOM @@ -3027,7 +3027,7 @@ AudioEvent ScudLauncherWeapon Priority = NORMAL Limit = 2 VolumeShift = -20% - PitchShift = -4 4 + PitchShift = -4.0 4.0 Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -3037,24 +3037,24 @@ AudioEvent HeroUSAChargePlace Sounds = iheuchar Priority = HIGH Volume = 100% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Type = WORLD SHROUDED EVERYONE End AudioEvent HeroUSAChargeBeep Sounds = iheubeep Volume = 100% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Type = WORLD SHROUDED EVERYONE End AudioEvent HeroUSATimeBombClick Sounds = iheutima iheutimb Volume = 100% - MinRange = 250 - MaxRange = 2000 + MinRange = 250.0 + MaxRange = 2000.0 Type = WORLD SHROUDED EVERYONE End @@ -3077,11 +3077,11 @@ AudioEvent HackerWeaponLoop Sounds = ihaclo2a ihaclo2b ihaclo2c Attack = ihaco1a Decay = ihaclo3a - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -15% Volume = 60% - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3094,12 +3094,12 @@ AudioEvent BattleDroneWeapon ; Sounds = vdroweaa vdroweab vdroweac vdrowead vdroweae Control = RANDOM INTERRUPT Priority = NORMAL - ; PitchShift = -5 5 + ; PitchShift = -5.0 5.0 VolumeShift = -15% Limit = 3 Volume = 70% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD SHROUDED EVERYONE End @@ -3107,7 +3107,7 @@ AudioEvent ExplosionScudExplosive Sounds = gexpscu1 Control = INTERRUPT Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 100% Priority = NORMAL @@ -3130,8 +3130,8 @@ AudioEvent TerrorCellActivated Limit = 2 VolumeShift = -10% Volume = 110% - MinRange = 300 - MaxRange = 2000 + MinRange = 300.0 + MaxRange = 2000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3143,9 +3143,9 @@ AudioEvent RebelAmbushActivated VolumeShift = -10% Volume = 130% MinVolume = 80% - PitchShift = 0 20 - MinRange = 500 - MaxRange = 10000 + PitchShift = 0.0 20.0 + MinRange = 500.0 + MaxRange = 10000.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3163,7 +3163,7 @@ AudioEvent RaptorDie Sounds = vrapdiea Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 95% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3174,7 +3174,7 @@ AudioEvent RaptorCrash Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 80% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3184,7 +3184,7 @@ AudioEvent CargoJetFlambe Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Limit = 3 Priority = NORMAL @@ -3195,7 +3195,7 @@ End AudioEvent GattlingTankMoveStart Sounds = vgatstaa vgatstab vgatstac vgatstad Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 55% @@ -3209,7 +3209,7 @@ AudioEvent RaptorAfterburner Control = INTERRUPT RANDOM Limit = 2 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3235,7 +3235,7 @@ End AudioEvent RangerFlashBangWeapon Sounds = iranflaa iranflab - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -3244,7 +3244,7 @@ End AudioEvent ExplosionFlashBang Sounds = gexpflaa gexpflab gexpflac - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Priority = NORMAL @@ -3257,10 +3257,10 @@ AudioEvent A10ThunderboltAmbientLoop Decay = va10lo3a Control = LOOP ALL RANDOM Volume = 70% - MinRange = 50 - MaxRange = 700 + MinRange = 50.0 + MaxRange = 700.0 Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3270,9 +3270,9 @@ AudioEvent A10ThunderboltDive Control = RANDOM Volume = 100% Limit = 1 - PitchShift = -5 5 - MinRange = 250 - MaxRange = 1000 + PitchShift = -5.0 5.0 + MinRange = 250.0 + MaxRange = 1000.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3282,7 +3282,7 @@ AudioEvent ExplosionA10ThunderboltMissile Priority = NORMAL Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 85% Limit = 1 Type = WORLD SHROUDED EVERYONE @@ -3299,7 +3299,7 @@ AudioEvent ScudStormLaunch Control = INTERRUPT RANDOM Priority = HIGH Limit = 4 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 105% Type = WORLD SHROUDED EVERYONE End @@ -3330,7 +3330,7 @@ AudioEvent BombTruckDisguiseRevealedSuccess Sounds = ; iredchea iredcheb iredchec Control = RANDOM Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Priority = NORMAL Type = UI @@ -3346,7 +3346,7 @@ End AudioEvent PaladinPointDefenseLaserPulse Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d Control = RANDOM INTERRUPT - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -10% Volume = 75% Limit = 3 @@ -3363,8 +3363,8 @@ End AudioEvent BeaconPlacementFailed Sounds = uralsetn - ; MinRange = 100 - ; MaxRange = 500 + ; MinRange = 100.0 + ; MaxRange = 500.0 MinVolume = 80% Priority = HIGH Type = WORLD PLAYER @@ -3375,7 +3375,7 @@ AudioEvent GenericMissileDisintegration Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 85% Limit = 2 Priority = LOW @@ -3388,7 +3388,7 @@ AudioEvent PatriotBatteryWeapon Priority = NORMAL Limit = 3 VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% Type = WORLD SHROUDED EVERYONE End @@ -3396,11 +3396,11 @@ End AudioEvent PathfinderWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 100% - MinRange = 250 + MinRange = 250.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3409,7 +3409,7 @@ End AudioEvent JarmenKellWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 100% @@ -3420,7 +3420,7 @@ End AudioEvent JarmenKellWeaponSnipe Sounds = ijarwe2a Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 3 Volume = 100% @@ -3442,7 +3442,7 @@ AudioEvent BombTruckDefaultBombDetonation Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% Priority = NORMAL @@ -3463,7 +3463,7 @@ AudioEvent BombTruckBioBomb Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% Priority = NORMAL @@ -3477,7 +3477,7 @@ AudioEvent BombTruckHighExplosiveBomb Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = INTERRUPT RANDOM Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 90% Priority = NORMAL @@ -3489,8 +3489,8 @@ AudioEvent ParticleUplinkCannon_PowerupSoundLoop Attack = sparlo1a Control = RANDOM Control = LOOP ALL RANDOM - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Limit = 2 Volume = 110% Priority = CRITICAL @@ -3501,8 +3501,8 @@ AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop Sounds = sparlo2b sparlo2c Attack = sparlo2a Control = LOOP ALL RANDOM - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Volume = 110% Limit = 2 Priority = CRITICAL @@ -3514,8 +3514,8 @@ AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop Attack = sparlo3a Decay = sparlo3d Control = LOOP ALL RANDOM - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Volume = 120% Limit = 2 Priority = CRITICAL @@ -3527,8 +3527,8 @@ AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop Sounds = sparlo4b sparlo4c sparlo4d Attack = sparlo4a Decay = sparlo4e - MinRange = 500 - MaxRange = 2000 + MinRange = 500.0 + MaxRange = 2000.0 Volume = 110% Limit = 2 Priority = CRITICAL @@ -3548,8 +3548,8 @@ AudioEvent TrainRunningLoop Sounds = gtralo2a gtralo2b gtralo2c Attack = gtralo1a Decay = gtralo3a - MinRange = 250 - MaxRange = 1500 + MinRange = 250.0 + MaxRange = 1500.0 Volume = 90% Limit = 1 Priority = NORMAL @@ -3560,7 +3560,7 @@ End AudioEvent TrainClicketyClack Sounds = gtraclaa gtraclab gtraclac gtraclad Control = RANDOM - PitchShift = 0 30 + PitchShift = 0.0 30.0 VolumeShift = -20% Volume = 70% Limit = 5 @@ -3574,9 +3574,9 @@ AudioEvent ArtilleryBarrageIncomingWhistle Volume = 70% VolumeShift = -20% Limit = 4 - MinRange = 300 - MaxRange = 2000 - PitchShift = -20 20 + MinRange = 300.0 + MaxRange = 2000.0 + PitchShift = -20.0 20.0 Priority = NORMAL Type = WORLD EVERYONE End @@ -3586,7 +3586,7 @@ AudioEvent NukeCannonIncomingWhistle ; Delay = 0 800 Control = RANDOM Volume = 60% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3596,7 +3596,7 @@ AudioEvent InfernoCannonIncomingWhistle ; Delay = 0 800 Control = RANDOM Volume = 60% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3606,9 +3606,9 @@ AudioEvent BattleShipIncomingWhistle Delay = 400 1000 Control = RANDOM Volume = 80% - MinRange = 200 - MaxRange = 2000 - PitchShift = -10 10 + MinRange = 200.0 + MaxRange = 2000.0 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3626,7 +3626,7 @@ AudioEvent MineExplosion Sounds = gexpmina gexpminb Control = INTERRUPT RANDOM VolumeShift = -15% - PitchShift = -15 15 + PitchShift = -15.0 15.0 Volume = 80% Limit = 3 Priority = HIGH @@ -3637,7 +3637,7 @@ End AudioEvent MineClearedByWorker Sounds = gminecla gmineclb Control = INTERRUPT RANDOM - PitchShift = -20 20 + PitchShift = -20.0 20.0 VolumeShift = -15% Volume = 80% Limit = 3 @@ -3648,7 +3648,7 @@ End AudioEvent MineClearedByDozer Sounds = gminecla gmineclb Control = INTERRUPT RANDOM - PitchShift = -20 20 + PitchShift = -20.0 20.0 VolumeShift = -15% Volume = 80% Limit = 3 @@ -3670,8 +3670,8 @@ AudioEvent ExplosionClusterMine Control = INTERRUPT RANDOM Volume = 100% Limit = 1 - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3702,10 +3702,10 @@ AudioEvent ColonelBurtonWeapon Control = RANDOM Limit = 2 Priority = NORMAL - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 100% - MinRange = 225 + MinRange = 225.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3713,7 +3713,7 @@ End AudioEvent BlackLotusPack Sounds = iblasetb Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3722,7 +3722,7 @@ End AudioEvent BlackLotusUnpack Sounds = iblaseta Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3745,7 +3745,7 @@ AudioEvent BlackLotusPrepLoop Priority = LOW Volume = 50% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3753,7 +3753,7 @@ End AudioEvent HackerPack Sounds = iblasetb Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3763,7 +3763,7 @@ AudioEvent HackerUnpack Sounds = ihacseta Control = INTERRUPT RANDOM Volume = 70% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3777,7 +3777,7 @@ AudioEvent HackerPrepLoop Priority = LOW Volume = 50% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3814,7 +3814,7 @@ End AudioEvent AvalancheCrack Sounds = btopp02a Control = INTERRUPT - PitchShift = -50 -50 + PitchShift = -50.0 -50.0 Volume = 120% Limit = 10 Type = WORLD SHROUDED EVERYONE @@ -3823,7 +3823,7 @@ End AudioEvent IRPing Sounds = ; icolbeep -Dustin says "no beep" Control = INTERRUPT - PitchShift = 100 100 + PitchShift = 100.0 100.0 Limit = 3 Volume = 25% Type = WORLD SHROUDED EVERYONE @@ -3832,7 +3832,7 @@ End AudioEvent IRPingLoud Sounds = ; icolbeep -Dustin says "no beep" Control = INTERRUPT - PitchShift = 120 120 + PitchShift = 120.0 120.0 Limit = 3 Volume = 35% Type = WORLD SHROUDED EVERYONE @@ -3844,7 +3844,7 @@ AudioEvent AngryMobWeaponAK47 Control = RANDOM INTERRUPT Priority = NORMAL VolumeShift = -15% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 75% Type = WORLD SHROUDED EVERYONE @@ -3920,7 +3920,7 @@ End AudioEvent RailroadBridgeMetalFatigue Sounds = btopp01a Limit = 2 - PitchShift = -40 -10 + PitchShift = -40.0 -10.0 Volume = 110% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3934,8 +3934,8 @@ AudioEvent ComancheWeaponMachineGun VolumeShift = -15% Limit = 3 Volume = 70% - ; MinRange = 400 - ; MaxRange = 800 + ; MinRange = 400.0 + ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE End @@ -3945,7 +3945,7 @@ AudioEvent RiverSplash5000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 80% - PitchShift = 10 30 + PitchShift = 10.0 30.0 Delay = 5000 5000 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3955,7 +3955,7 @@ AudioEvent RiverSplash6000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 100% - PitchShift = 0 11 + PitchShift = 0.0 11.0 Delay = 6000 6000 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3965,7 +3965,7 @@ AudioEvent RiverSplash7000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 80% - PitchShift = 30 70 + PitchShift = 30.0 70.0 Delay = 7000 7000 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3999,7 +3999,7 @@ AudioEvent ExplosionFire Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Limit = 3 Priority = NORMAL @@ -4010,7 +4010,7 @@ AudioEvent ExplosionArtilleryBarrage Sounds = gexparta gexpartb gexpartc gexpcara gexpcarb gexpcarc gexpcard Control = INTERRUPT RANDOM VolumeShift = -10% - PitchShift = -10 0 + PitchShift = -10.0 0.0 Volume = 110% Limit = 3 Priority = NORMAL @@ -4020,7 +4020,7 @@ End AudioEvent BuildingDisabled Sounds = gpowerdn Volume = 100% - MinRange = 225 + MinRange = 225.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4030,7 +4030,7 @@ End AudioEvent BuildingEnabled Sounds = gpowerup Volume = 90% - MinRange = 225 + MinRange = 225.0 Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4042,8 +4042,8 @@ AudioEvent PoliceCarSirenLoop Attack = vcoplo1 Priority = NORMAL Limit = 2 - MinRange = 100 - ; MaxRange = 400 + MinRange = 100.0 + ; MaxRange = 400.0 Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -4086,8 +4086,8 @@ AudioEvent OverlordTankTurretMoveLoop Sounds = vovelo2a vovelo2b Attack = vovelo1a Decay = vovelo3a - MinRange = 75 - MaxRange = 600 + MinRange = 75.0 + MaxRange = 600.0 VolumeShift = -20% Volume = 40% Limit = 2 @@ -4099,7 +4099,7 @@ AudioEvent BuildingDie Sounds = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg Control = RANDOM INTERRUPT VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 110% Priority = NORMAL @@ -4110,7 +4110,7 @@ AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 110% Priority = NORMAL @@ -4121,7 +4121,7 @@ AudioEvent VehicleDamagedState Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Volume = 80% Priority = NORMAL @@ -4131,7 +4131,7 @@ End AudioEvent NukeCannonWeapon Sounds = vnukweaa Control = INTERRUPT - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -20% Volume = 110% Limit = 2 @@ -4146,8 +4146,8 @@ AudioEvent ExplosionAnthraxBomb MinVolume = 80% Limit = 3 Priority = CRITICAL - MinRange = 500 - MaxRange = 5000 + MinRange = 500.0 + MaxRange = 5000.0 Priority = HIGH Type = WORLD GLOBAL SHROUDED EVERYONE End @@ -4155,14 +4155,14 @@ End AudioEvent NukeCannonDeploy Sounds = vnukde1a Volume = 100% - PitchShift = -20 0 + PitchShift = -20.0 0.0 Type = WORLD SHROUDED EVERYONE End AudioEvent NukeCannonUnDeploy Sounds = vnukde2a Volume = 100% - PitchShift = -20 0 + PitchShift = -20.0 0.0 Type = WORLD SHROUDED EVERYONE End @@ -4172,7 +4172,7 @@ AudioEvent RepairSparks Control = RANDOM Limit = 4 Volume = 50% - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Type = WORLD SHROUDED EVERYONE End @@ -4258,8 +4258,8 @@ AudioEvent NukeCannonTurretMoveLoop Sounds = vnuklo2a vnuklo2b Attack = vnuklo1a Decay = vnuklo3a - ; MinRange = 100 - ; MaxRange = 400 + ; MinRange = 100.0 + ; MaxRange = 400.0 VolumeShift = -10% Volume = 45% Priority = LOW @@ -4311,7 +4311,7 @@ AudioEvent ToxinTractorDie Sounds = vtoxdiea vtoxdieb Delay = 300 500 Control = RANDOM - PitchShift = -15 15 + PitchShift = -15.0 15.0 Volume = 100% Limit = 3 Priority = NORMAL @@ -4324,7 +4324,7 @@ AudioEvent BuildingDebris Control = RANDOM Limit = 3 VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -4380,7 +4380,7 @@ AudioEvent CrateMoney Control = RANDOM Limit = 3 VolumeShift = -10% - MinRange = 150 + MinRange = 150.0 Volume = 120% Type = WORLD SHROUDED PLAYER End @@ -4411,7 +4411,7 @@ AudioEvent CivPropPlaneAmbientLoop Limit = 2 Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4423,7 +4423,7 @@ AudioEvent CivAirportAmbience Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4480,7 +4480,7 @@ AudioEvent AnthraxPoolAmbientLoop Limit = 2 Volume = 85% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4504,7 +4504,7 @@ AudioEvent RadiationPoolAmbientLoop Limit = 2 Volume = 85% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4525,7 +4525,7 @@ AudioEvent HotelAmbientDiver Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4567,8 +4567,8 @@ AudioEvent OilDerrickAmbientLoop Priority = LOWEST Volume = 55% VolumeShift = -10% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4579,9 +4579,9 @@ AudioEvent FarmAmbientLoop Volume = 65% Limit = 2 VolumeShift = -10% - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4593,9 +4593,9 @@ AudioEvent CowAmbience Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4605,9 +4605,9 @@ AudioEvent DocksWallaLoop Priority = LOWEST Volume = 75% Limit = 1 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4619,8 +4619,8 @@ AudioEvent ParkChimes Priority = LOWEST Volume = 55% VolumeShift = -10% - ; MinRange = 200 - ; MaxRange = 600 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4631,9 +4631,9 @@ AudioEvent DocksUrbanBirdsAmbience Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4644,8 +4644,8 @@ AudioEvent IndustrialYardAmbientLoop Priority = LOWEST Volume = 80% VolumeShift = -10% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4656,8 +4656,8 @@ AudioEvent ChinaNightClubLoop Priority = LOWEST Volume = 80% VolumeShift = -5% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4668,9 +4668,9 @@ AudioEvent DocksVillageWaterLapping Priority = LOWEST Volume = 75% Limit = 2 - PitchShift = -5 5 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -5.0 5.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4681,9 +4681,9 @@ AudioEvent PlaygroundAmbience Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 200 - ; MaxRange = 600 + PitchShift = -10.0 10.0 + ; MinRange = 200.0 + ; MaxRange = 600.0 Type = WORLD EVERYONE End @@ -4697,7 +4697,7 @@ AudioEvent Amb_DesertFarmGoat Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4708,7 +4708,7 @@ AudioEvent Amb_DesertFarmRooster Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4719,7 +4719,7 @@ AudioEvent Amb_DesertFarmSheep Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4740,7 +4740,7 @@ AudioEvent Amb_DesertMarketCarHorn Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD EVERYONE End @@ -4752,7 +4752,7 @@ AudioEvent Amb_DesertMarketDog Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4763,7 +4763,7 @@ AudioEvent Amb_DesertMarketDog2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4774,7 +4774,7 @@ AudioEvent Amb_DesertMarketGoat Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4785,7 +4785,7 @@ AudioEvent Amb_DesertMarketMoped Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4795,8 +4795,8 @@ AudioEvent Amb_DesertMarketWallaMusicLoop Priority = LOWEST Volume = 60% Limit = 2 - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4806,9 +4806,9 @@ AudioEvent Amb_DesertMarketWallaLoop Priority = LOWEST Volume = 60% Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4818,9 +4818,9 @@ AudioEvent Amb_DesertMarketWallaWomenLoop Priority = LOWEST Volume = 60% Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4831,7 +4831,7 @@ AudioEvent Amb_DesertNatureDayBirds Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4842,7 +4842,7 @@ AudioEvent Amb_DesertNatureDayBirds2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4863,7 +4863,7 @@ AudioEvent Amb_DesertNatureDayInsects2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4874,7 +4874,7 @@ AudioEvent Amb_DesertNatureDayInsects3 Priority = LOWEST Volume = 100% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4884,10 +4884,10 @@ AudioEvent Amb_DesertNatureWindThinLoop Priority = LOWEST Volume = 110% Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -20% - MinRange = 200 - MaxRange = 700 + MinRange = 200.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -4897,9 +4897,9 @@ AudioEvent Amb_DesertNatureWindTreesLoop Priority = LOWEST Volume = 85% Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4909,9 +4909,9 @@ AudioEvent Amb_DesertNatureWindThickLoop Priority = LOWEST Volume = 90% Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4921,7 +4921,7 @@ AudioEvent Amb_DesertVillageDayBirds Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4932,7 +4932,7 @@ AudioEvent Amb_DesertVillageDayBirds2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4944,7 +4944,7 @@ AudioEvent Amb_DesertVillageDayDog Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4955,7 +4955,7 @@ AudioEvent Amb_DesertVillageKids Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4966,7 +4966,7 @@ AudioEvent Amb_DesertVillageKids2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4976,9 +4976,9 @@ AudioEvent Amb_DesertVillageDayMenLoop Priority = LOWEST Volume = 65% Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -4989,7 +4989,7 @@ AudioEvent Amb_DesertVillageDayMoped Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5000,7 +5000,7 @@ AudioEvent Amb_DesertVillageDayRooster Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5010,9 +5010,9 @@ AudioEvent Amb_DesertVillageDayWallaLoop Priority = LOWEST Volume = 65% Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5023,9 +5023,9 @@ AudioEvent Amb_DesertNatureNightInsectLoop Priority = LOWEST Volume = 70% Limit = 2 - PitchShift = -2 2 - MinRange = 200 - MaxRange = 800 + PitchShift = -2.0 2.0 + MinRange = 200.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5036,7 +5036,7 @@ AudioEvent Amb_DesertVillageNightCat Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5047,7 +5047,7 @@ AudioEvent Amb_DesertVillageNightDog Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5058,7 +5058,7 @@ AudioEvent Amb_DesertVillageNightDog2 Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5068,8 +5068,8 @@ AudioEvent Amb_DesertVillageNightDrummerLoop Priority = LOWEST Volume = 75% Limit = 2 - MinRange = 200 - MaxRange = 800 + MinRange = 200.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5079,7 +5079,7 @@ AudioEvent Amb_DesertVillageNightInsect Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -3 3 + PitchShift = -3.0 3.0 Type = WORLD EVERYONE End @@ -5089,7 +5089,7 @@ AudioEvent Amb_DesertVillageNightInsect2 Priority = LOWEST Volume = 90% VolumeShift = -10% - PitchShift = -3 3 + PitchShift = -3.0 3.0 Type = WORLD EVERYONE End @@ -5099,9 +5099,9 @@ AudioEvent Amb_DesertVillageNightMenLoop Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5112,7 +5112,7 @@ AudioEvent Amb_DesertVillageNightTrash Priority = LOWEST Volume = 70% VolumeShift = -20% - PitchShift = -20 20 + PitchShift = -20.0 20.0 Type = WORLD EVERYONE End @@ -5122,8 +5122,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop Priority = LOWEST Volume = 75% VolumeShift = -10% - MinRange = 175 - MaxRange = 800 + MinRange = 175.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5133,9 +5133,9 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop2 Priority = LOWEST Volume = 85% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 175 - MaxRange = 800 + PitchShift = -10.0 10.0 + MinRange = 175.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5145,9 +5145,9 @@ AudioEvent Amb_UrbanBusStationAmbientLoop Priority = LOWEST Volume = 90% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 175 - MaxRange = 800 + PitchShift = -10.0 10.0 + MinRange = 175.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5158,7 +5158,7 @@ AudioEvent Amb_UrbanBusStationPAVoice Priority = LOWEST Volume = 80% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD EVERYONE End @@ -5169,7 +5169,7 @@ AudioEvent Amb_UrbanBusStationBuses Priority = LOWEST Volume = 85% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5190,7 +5190,7 @@ AudioEvent Amb_UrbanCemetaryDigging Priority = LOWEST Volume = 75% VolumeShift = -15% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5201,7 +5201,7 @@ AudioEvent Amb_UrbanNightChinaBikeBell Priority = LOWEST Volume = 95% VolumeShift = -10% - PitchShift = -3 3 + PitchShift = -3.0 3.0 Type = WORLD EVERYONE End @@ -5211,8 +5211,8 @@ AudioEvent Amb_UrbanNightChinaClub2 Priority = LOWEST Volume = 80% VolumeShift = -10% - MinRange = 100 - MaxRange = 800 + MinRange = 100.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5222,9 +5222,9 @@ AudioEvent Amb_UrbanParkAmbientLoop Priority = LOWEST Volume = 85% VolumeShift = -10% - PitchShift = -3 3 - MinRange = 150 - MaxRange = 800 + PitchShift = -3.0 3.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5235,8 +5235,8 @@ AudioEvent Amb_UrbanParkBirds Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 200 + PitchShift = -10.0 10.0 + MinRange = 200.0 Type = WORLD EVERYONE End @@ -5258,7 +5258,7 @@ AudioEvent Amb_UrbanParkDucks Priority = LOWEST Volume = 85% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5267,7 +5267,7 @@ AudioEvent Amb_UrbanPoliceSiren Priority = LOWEST Volume = 90% VolumeShift = -10% - PitchShift = -3 3 + PitchShift = -3.0 3.0 Type = WORLD EVERYONE End @@ -5277,8 +5277,8 @@ AudioEvent Amb_UrbanPoliceSirenLoop Priority = LOWEST Volume = 90% VolumeShift = -10% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5288,10 +5288,10 @@ AudioEvent Amb_UrbanCityAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Volume = 75% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5300,8 +5300,8 @@ AudioEvent Amb_UrbanCityAmbientLoop2 Control = LOOP ALL RANDOM Priority = LOWEST Volume = 75% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 VolumeShift = -10% Type = WORLD EVERYONE End @@ -5313,7 +5313,7 @@ AudioEvent Amb_UrbanDocksBirds Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5323,8 +5323,8 @@ AudioEvent Amb_UrbanDocksAmbientLoop Priority = LOWEST Volume = 70% VolumeShift = -10% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5355,8 +5355,8 @@ AudioEvent Amb_UrbanDocksMachineryLoop Priority = LOWEST Volume = 150% VolumeShift = -10% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5368,7 +5368,7 @@ AudioEvent Amb_WinterNatureWoodpecker Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5379,7 +5379,7 @@ AudioEvent Amb_WinterNatureCrows Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5390,7 +5390,7 @@ AudioEvent Amb_WinterNatureCrows2 Priority = LOWEST Volume = 70% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5400,9 +5400,9 @@ AudioEvent Amb_WinterNatureWindLoop Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 150 - MaxRange = 800 + PitchShift = -10.0 10.0 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5413,7 +5413,7 @@ AudioEvent Amb_WinterNatureNightWolves Priority = LOWEST Volume = 95% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5424,9 +5424,9 @@ AudioEvent Amb_UrbanIndustrialYardPileDriver Priority = LOWEST Volume = 45% VolumeShift = -10% - PitchShift = -10 10 - MinRange = 100 - MaxRange = 600 + PitchShift = -10.0 10.0 + MinRange = 100.0 + MaxRange = 600.0 Type = WORLD EVERYONE End @@ -5436,8 +5436,8 @@ AudioEvent Amb_UrbanIndustrialYardGeneratorLoop Priority = LOWEST Volume = 55% VolumeShift = -10% - MinRange = 150 - MaxRange = 800 + MinRange = 150.0 + MaxRange = 800.0 Type = WORLD EVERYONE End @@ -5448,7 +5448,7 @@ AudioEvent Amb_WaterOceanWaves Priority = LOWEST Volume = 65% Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5457,7 +5457,7 @@ AudioEvent Amb_WaterLakeWaves Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST VolumeShift = -10% - PitchShift = -15 0 + PitchShift = -15.0 0.0 Delay = 3000 5000 Volume = 45% @@ -5469,10 +5469,10 @@ AudioEvent Amb_WaterRiverLoop Sounds = ariver1a ariver1b ariver1c Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 50% - MinRange = 150 - MaxRange = 1000 + MinRange = 150.0 + MaxRange = 1000.0 VolumeShift = -10% Type = WORLD EVERYONE End @@ -5482,11 +5482,11 @@ AudioEvent Amb_WaterStreamLoop Sounds = awatstra awatstrb awatstrc Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 45% VolumeShift = -10% - MinRange = 150 - MaxRange = 1000 + MinRange = 150.0 + MaxRange = 1000.0 Type = WORLD EVERYONE End @@ -5496,7 +5496,7 @@ AudioEvent Amb_WinterNatureWindCold Priority = LOWEST Volume = 75% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Delay = 8000 16000 Type = WORLD EVERYONE End @@ -5507,7 +5507,7 @@ AudioEvent Amb_WinterNatureWind Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Delay = 8000 16000 Type = WORLD EVERYONE End @@ -5518,7 +5518,7 @@ AudioEvent Amb_DesertVillageDayDog2 Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 10000 15000 Type = WORLD EVERYONE End @@ -5529,7 +5529,7 @@ AudioEvent Amb_TemperateNightOwl Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE End @@ -5540,7 +5540,7 @@ AudioEvent Amb_DesertNatureWindNight Priority = LOWEST Volume = 65% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Delay = 12000 20000 Type = WORLD EVERYONE End @@ -5550,9 +5550,9 @@ AudioEvent Amb_TemperateMeadowAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 175 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 175.0 + MaxRange = 800.0 Volume = 45% Type = WORLD EVERYONE End @@ -5562,9 +5562,9 @@ AudioEvent Amb_TemperateMarshAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 175 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 175.0 + MaxRange = 800.0 Volume = 45% Type = WORLD EVERYONE End @@ -5577,9 +5577,9 @@ AudioEvent Amb_DesertMarketWallaLoop2 Priority = LOWEST Volume = 45% Limit = 2 - MinRange = 175 - MaxRange = 800 - PitchShift = -5 5 + MinRange = 175.0 + MaxRange = 800.0 + PitchShift = -5.0 5.0 Type = WORLD EVERYONE End @@ -5591,9 +5591,9 @@ AudioEvent Amb_DesertMarketWallaLoop3 ; Decay = amarke2g Volume = 45% Limit = 2 - MinRange = 175 - MaxRange = 800 - PitchShift = -5 5 + MinRange = 175.0 + MaxRange = 800.0 + PitchShift = -5.0 5.0 Type = WORLD EVERYONE End @@ -5602,9 +5602,9 @@ AudioEvent Amb_DesertVillageDayWallaLoop2 Sounds = avill01a avill01b avill01c avill01d avill01e Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 175 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 175.0 + MaxRange = 800.0 Volume = 45% Type = WORLD EVERYONE End @@ -5614,9 +5614,9 @@ AudioEvent Amb_JungleDayDenseAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 1000 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 1000.0 Volume = 95% Type = WORLD EVERYONE End @@ -5626,9 +5626,9 @@ AudioEvent Amb_JungleDayDenseAmbientLoop2 Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 1000 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 1000.0 Volume = 95% Type = WORLD EVERYONE End @@ -5639,7 +5639,7 @@ AudioEvent Amb_JungleDayDenseAmbientBirds Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% Type = WORLD EVERYONE End @@ -5649,9 +5649,9 @@ AudioEvent Amb_JungleDaySparseAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 800.0 Volume = 100% Type = WORLD EVERYONE End @@ -5662,7 +5662,7 @@ AudioEvent Amb_JungleDaySparseAmbientAnimal Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 90% Type = WORLD EVERYONE End @@ -5673,9 +5673,9 @@ AudioEvent Amb_JungleNightAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 800.0 Volume = 100% Type = WORLD EVERYONE End @@ -5685,9 +5685,9 @@ AudioEvent Amb_JungleNightAmbientLoop2 Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 800.0 Volume = 100% Type = WORLD EVERYONE End @@ -5698,8 +5698,8 @@ AudioEvent Amb_MountainNatureAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Volume = 70% Type = WORLD EVERYONE End @@ -5739,9 +5739,9 @@ AudioEvent Amb_TemperateForestBirdsLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Volume = 100% Type = WORLD EVERYONE End @@ -5752,7 +5752,7 @@ AudioEvent Amb_TemperateForestBirds Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 95% Type = WORLD EVERYONE End @@ -5762,9 +5762,9 @@ AudioEvent Amb_TemperateForestTreesLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 1000 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 1000.0 Volume = 80% Type = WORLD EVERYONE End @@ -5775,7 +5775,7 @@ AudioEvent Amb_TemperateForestTrees Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 95% Type = WORLD EVERYONE End @@ -5785,9 +5785,9 @@ AudioEvent Amb_TemperateMeadowBirdsLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Volume = 75% Type = WORLD EVERYONE End @@ -5798,9 +5798,9 @@ AudioEvent Amb_TemperateMeadowBirdsLoop2 Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Volume = 85% Type = WORLD EVERYONE End @@ -5812,7 +5812,7 @@ AudioEvent Amb_TemperateMeadowBirds Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 85% Type = WORLD EVERYONE End @@ -5822,9 +5822,9 @@ AudioEvent Amb_UrbanChinaCourtyardLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 1000 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 1000.0 Volume = 95% Type = WORLD EVERYONE End @@ -5836,7 +5836,7 @@ AudioEvent Amb_UrbanChinaCourtyardBirds Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 75% Type = WORLD EVERYONE End @@ -5857,9 +5857,9 @@ AudioEvent Amb_UrbanChinaCourtyardWallaLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 1000 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 1000.0 Volume = 85% Type = WORLD EVERYONE End @@ -5869,10 +5869,10 @@ AudioEvent Amb_WaterFountainLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 40% - MinRange = 100 - MaxRange = 700 + MinRange = 100.0 + MaxRange = 700.0 Type = WORLD EVERYONE End @@ -5881,9 +5881,9 @@ AudioEvent Amb_WaterLakeAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 200 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 200.0 + MaxRange = 800.0 Volume = 90% Type = WORLD EVERYONE End @@ -5893,9 +5893,9 @@ AudioEvent Amb_WaterLakeLappingLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 - MinRange = 150 - MaxRange = 800 + PitchShift = -5.0 5.0 + MinRange = 150.0 + MaxRange = 800.0 Volume = 65% Type = WORLD EVERYONE End @@ -5906,7 +5906,7 @@ AudioEvent Amb_WaterLakeLapping Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 70% Type = WORLD EVERYONE End @@ -5916,10 +5916,10 @@ AudioEvent Amb_TemperateTownDayAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 100% - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Type = WORLD EVERYONE End @@ -5929,7 +5929,7 @@ AudioEvent Amb_TemperateTownDayPigDog Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 115% Type = WORLD EVERYONE End @@ -5940,7 +5940,7 @@ AudioEvent Amb_TemperateTownDayPig Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 85% Type = WORLD EVERYONE End @@ -5950,7 +5950,7 @@ AudioEvent Amb_DesertVillageMilitary Sounds = aglab01a aglab01b aglab01c aglab01d aglab01e Priority = LOWEST Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -5962,9 +5962,9 @@ AudioEvent AmbientWavesLake Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST VolumeShift = -10% - ; MinRange = 100 - ; MaxRange = 300 - PitchShift = -15 0 + ; MinRange = 100.0 + ; MaxRange = 300.0 + PitchShift = -15.0 0.0 Delay = 3000 5000 Volume = 45% Type = WORLD EVERYONE @@ -5979,7 +5979,7 @@ AudioEvent AmbientWavesOcean1 Priority = LOWEST Volume = 70% Limit = 2 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5990,9 +5990,9 @@ AudioEvent AmbientRiver Sounds = ariver1a ariver1b ariver1c Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 400 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 400.0 Volume = 45% Type = WORLD EVERYONE End @@ -6003,9 +6003,9 @@ AudioEvent AmbientWindCold Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 100 - ; MaxRange = 300 + PitchShift = -10.0 10.0 + ; MinRange = 100.0 + ; MaxRange = 300.0 Delay = 4000 8000 Sounds = awind3a awind3b Type = WORLD EVERYONE @@ -6017,9 +6017,9 @@ AudioEvent AmbientWindMountain Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 - ; MinRange = 100 - ; MaxRange = 300 + PitchShift = -10.0 10.0 + ; MinRange = 100.0 + ; MaxRange = 300.0 Delay = 4000 8000 Sounds = awind2a awind2b awind2c Type = WORLD EVERYONE @@ -6032,7 +6032,7 @@ AudioEvent AmbientDogBarking Priority = LOWEST Volume = 65% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE End @@ -6044,7 +6044,7 @@ AudioEvent AmbientNightOwl Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE End @@ -6056,7 +6056,7 @@ AudioEvent AmbientWindDesert Priority = LOWEST Volume = 60% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Delay = 3000 7000 Type = WORLD EVERYONE End @@ -6067,9 +6067,9 @@ AudioEvent AmbientMeadow Sounds = ameado1a ameado1b ameado1c Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 500 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 50% Type = WORLD EVERYONE End @@ -6080,9 +6080,9 @@ AudioEvent AmbientMarsh Sounds = amarsh1a amarsh1b amarsh1c amarsh1d amarsh1e amarsh1f amarsh1g amarsh1h Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 500 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 50% Type = WORLD EVERYONE End @@ -6094,11 +6094,11 @@ AudioEvent AmbientArabMarket1 Attack = amarke1f Decay = amarke1g Priority = LOWEST - ; MinRange = 100 - ; MaxRange = 200 + ; MinRange = 100.0 + ; MaxRange = 200.0 Volume = 45% Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE End @@ -6109,11 +6109,11 @@ AudioEvent AmbientArabMarket2 Priority = LOWEST Attack = amarke2f Decay = amarke2g - ; MinRange = 100 - ; MaxRange = 200 + ; MinRange = 100.0 + ; MaxRange = 200.0 Volume = 45% Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE End @@ -6124,11 +6124,11 @@ AudioEvent AmbientArabMarket3 Priority = LOWEST Attack = amarke3f Decay = amarke3g - ; MinRange = 100 - ; MaxRange = 200 + ; MinRange = 100.0 + ; MaxRange = 200.0 Volume = 45% Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE End @@ -6138,9 +6138,9 @@ AudioEvent AmbientVillage1 Sounds = avill01a avill01b avill01c avill01d avill01e Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 200 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 200.0 Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -6151,9 +6151,9 @@ AudioEvent AmbientGLABase Sounds = aglab01a aglab01b aglab01c aglab01d aglab01e Priority = LOWEST Limit = 2 - PitchShift = -5 5 - ; MinRange = 100 - ; MaxRange = 500 + PitchShift = -5.0 5.0 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 50% Type = WORLD SHROUDED EVERYONE End @@ -6170,8 +6170,8 @@ AudioEvent Cin_ParadeAmbientLoop Sounds = cparamba cparambb cparambc Priority = LOWEST Limit = 2 - ; MinRange = 100 - ; MaxRange = 500 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 90% Type = WORLD EVERYONE End @@ -6181,7 +6181,7 @@ AudioEvent Cin_ParadeMarchingLoop Sounds = cparmara cparmarb cparmarc cparmard Priority = LOWEST Limit = 2 - MinRange = 100 + MinRange = 100.0 Volume = 80% Type = WORLD EVERYONE End @@ -6192,9 +6192,9 @@ AudioEvent Cin_ParadeTank1 Control = RANDOM Priority = LOW Limit = 2 - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -5 5 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 85% Type = WORLD EVERYONE @@ -6205,9 +6205,9 @@ AudioEvent Cin_ParadeTank2 Control = RANDOM Priority = LOW Limit = 2 - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -5 5 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Type = WORLD EVERYONE @@ -6218,9 +6218,9 @@ AudioEvent Cin_ParadeTank3 Control = RANDOM Priority = LOW Limit = 2 - ; MinRange = 100 - ; MaxRange = 500 - PitchShift = -5 5 + ; MinRange = 100.0 + ; MaxRange = 500.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 85% Type = WORLD EVERYONE @@ -6231,7 +6231,7 @@ AudioEvent Cin_ParadePanicFemaleLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% Type = WORLD EVERYONE @@ -6244,8 +6244,8 @@ AudioEvent Cin_ParadeCrowdLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 2 - MinRange = 200 - MaxRange = 800 + MinRange = 200.0 + MaxRange = 800.0 VolumeShift = -10% Volume = 85% Type = WORLD EVERYONE @@ -6258,8 +6258,8 @@ AudioEvent Cin_NukeAftermathAmbientFX Priority = LOW Delay = 2000 4000 Limit = 2 - MinRange = 200 - PitchShift = -5 5 + MinRange = 200.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 75% Type = WORLD EVERYONE @@ -6272,9 +6272,9 @@ AudioEvent Cin_NukeAftermathAmbientLoop Attack = caftlo1a Decay = caftlo3a Limit = 2 - ; MinRange = 200 - ; MaxRange = 600 - PitchShift = -5 5 + ; MinRange = 200.0 + ; MaxRange = 600.0 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 70% Type = WORLD EVERYONE @@ -6312,8 +6312,8 @@ AudioEvent Cin_BridgeDemoChargeBeep Control = LOOP Priority = HIGH Delay = 500 500 - ; MinRange = 100 - ; MaxRange = 500 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -6323,8 +6323,8 @@ AudioEvent Cin_ScudStormLaunchAlertLoop Control = LOOP Priority = HIGH Delay = 400 400 - ; MinRange = 100 - ; MaxRange = 500 + ; MinRange = 100.0 + ; MaxRange = 500.0 Volume = 60% Type = WORLD SHROUDED EVERYONE End @@ -6332,8 +6332,8 @@ End AudioEvent Cin_BaseAlarm Sounds = cbaseala Priority = HIGH - ; MinRange = 200 - ; MaxRange = 1200 + ; MinRange = 200.0 + ; MaxRange = 1200.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -6349,7 +6349,7 @@ End AudioEvent ParachuteOpen Sounds = gparacha gparachb gparachc Priority = LOW - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -15% Volume = 90% Type = WORLD SHROUDED EVERYONE @@ -6366,8 +6366,8 @@ End AudioEvent CIAIntelligenceActivate Sounds = sciainte Priority = HIGH - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Volume = 100% Type = WORLD PLAYER End @@ -6377,7 +6377,7 @@ AudioEvent RemoteDemoChargeExplosion Sounds = icolexpa Control = INTERRUPT RANDOM VolumeShift = -15% - PitchShift = -15 15 + PitchShift = -15.0 15.0 Volume = 90% Limit = 3 Priority = HIGH @@ -6388,8 +6388,8 @@ End AudioEvent RadarVanScan Sounds = vradscan Priority = HIGH - MinRange = 200 - MaxRange = 800 + MinRange = 200.0 + MaxRange = 800.0 Volume = 90% Type = WORLD PLAYER End @@ -6403,7 +6403,7 @@ AudioEvent CINE_DaisyCutterWeapon LoopCount = 6 Limit = 2 Priority = HIGH - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -15% Volume = 60% ; do not modify -mp Type = WORLD SHROUDED EVERYONE @@ -6413,7 +6413,7 @@ End AudioEvent Cin_NukeTruckMoveStart Sounds = ctrustaa Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 85% @@ -6457,7 +6457,7 @@ AudioEvent Cin_BattleSweetener Priority = HIGH Volume = 100% VolumeShift = -2% - PitchShift = -10 10 + PitchShift = -10.0 10.0 LowPassCutoff = 50% Type = WORLD EVERYONE End @@ -6468,7 +6468,7 @@ AudioEvent Cin_U02_BattleSweetener Priority = HIGH Volume = 105% VolumeShift = -10% - PitchShift = -10 10 + PitchShift = -10.0 10.0 LowPassCutoff = 50% Type = WORLD EVERYONE End @@ -6511,7 +6511,7 @@ AudioEvent Cin_BaikonurRocketPadHissLoop Control = LOOP ALL RANDOM Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a - PitchShift = -2 2 + PitchShift = -2.0 2.0 Volume = 55% Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -6567,7 +6567,7 @@ AudioEvent Cin_BaikonurGLACheerSquad Decay = ianglo3a Priority = NORMAL Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6579,7 +6579,7 @@ AudioEvent Cin_AngryMobAmbientLoop Decay = ianglo3a Priority = NORMAL Limit = 2 - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 80% Type = WORLD SHROUDED EVERYONE End @@ -6612,9 +6612,9 @@ AudioEvent Cin_TankAmbientLoop Decay = ctanlo3a Priority = LOWEST Limit = 2 - MinRange = 200 - MaxRange = 3000 - PitchShift = -15 15 + MinRange = 200.0 + MaxRange = 3000.0 + PitchShift = -15.0 15.0 VolumeShift = -10% Volume = 80% Type = WORLD EVERYONE @@ -6634,7 +6634,7 @@ AudioEvent JetSkid Priority = LOW Volume = 40% VolumeShift = -10% - PitchShift = -2 2 + PitchShift = -2.0 2.0 Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6650,7 +6650,7 @@ End AudioEvent Cin_BaseAlarmChina06 Sounds = cbaseala Priority = HIGH - ; MaxRange = 1200 + ; MaxRange = 1200.0 Volume = 125% Type = WORLD SHROUDED EVERYONE End @@ -6679,8 +6679,8 @@ AudioEvent Cin_NukeWhoosh Priority = HIGH Limit = 1 Volume = 90% - MinRange = 500 - MaxRange = 5000 + MinRange = 500.0 + MaxRange = 5000.0 Type = WORLD SHROUDED EVERYONE End @@ -6694,9 +6694,9 @@ AudioEvent Cin_DirtRollingLoop Decay = cdirlo3a Priority = LOWEST Limit = 2 - MinRange = 200 - MaxRange = 3000 - PitchShift = -15 15 + MinRange = 200.0 + MaxRange = 3000.0 + PitchShift = -15.0 15.0 VolumeShift = -10% Volume = 60% Type = WORLD EVERYONE @@ -6707,8 +6707,8 @@ AudioEvent EmergencyRepairActivate Sounds = srepaira Priority = HIGH Volume = 100% - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE End @@ -6727,8 +6727,8 @@ AudioEvent UnderConstructionLoop Decay = gconlo3a Priority = LOWEST Limit = 2 - MinRange = 100 - MaxRange = 1000 + MinRange = 100.0 + MaxRange = 1000.0 VolumeShift = -10% Volume = 80% Type = WORLD SHROUDED EVERYONE @@ -6739,8 +6739,8 @@ AudioEvent CashHackActivate Sounds = scashhac Priority = HIGH Volume = 100% - MinRange = 200 - MaxRange = 1000 + MinRange = 200.0 + MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE End @@ -6749,8 +6749,8 @@ AudioEvent Cin_TrainRunningLoop Sounds = gtralo2a gtralo2b gtralo2c Attack = gtralo1a Decay = gtralo3a - MinRange = 500 - MaxRange = 4000 + MinRange = 500.0 + MaxRange = 4000.0 Volume = 175% Limit = 1 Priority = NORMAL @@ -6763,7 +6763,7 @@ AudioEvent CombatBikeMoveStart Sounds = vsnostaa vsnostab vsnostac vsnostad Control = RANDOM VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Limit = 3 Priority = LOWEST @@ -6779,8 +6779,8 @@ AudioEvent HelixAmbientLoop VolumeShift = -10% Volume = 85% Limit = 3 - MinRange = 150 - MaxRange = 1000 + MinRange = 150.0 + MaxRange = 1000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6822,8 +6822,8 @@ AudioEvent AvalancheRumbleLoop Decay = cavrlo3a Limit = 1 Volume = 130% - MinRange = 600 - MaxRange = 5000 + MinRange = 600.0 + MaxRange = 5000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6835,8 +6835,8 @@ AudioEvent AvalancheTextureLoop Decay = cavtlo3a Limit = 1 Volume = 130% - MinRange = 600 - MaxRange = 5000 + MinRange = 600.0 + MaxRange = 5000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6897,8 +6897,8 @@ AudioEvent Cin_CombatCycleMainLoop Control = LOOP ALL RANDOM Limit = 3 Volume = 130% - MinRange = 140 - MaxRange = 600 + MinRange = 140.0 + MaxRange = 600.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6910,8 +6910,8 @@ AudioEvent Cin_CombatCycleRumbleLoop Control = LOOP ALL RANDOM Limit = 2 Volume = 110% - MinRange = 200 - MaxRange = 3000 + MinRange = 200.0 + MaxRange = 3000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6924,8 +6924,8 @@ AudioEvent Cin_CombatCycleByLoop Control = LOOP ALL RANDOM Limit = 3 Volume = 120% - MinRange = 200 - MaxRange = 3000 + MinRange = 200.0 + MaxRange = 3000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6955,7 +6955,7 @@ AudioEvent SneakAttackActivated Limit = 2 VolumeShift = -10% Volume = 130% - PitchShift = 0 20 + PitchShift = 0.0 20.0 MinVolume = 90% Priority = HIGH Type = WORLD GLOBAL EVERYONE @@ -6970,8 +6970,8 @@ AudioEvent Cin_CombatCycleLeadLoop Control = LOOP ALL RANDOM Limit = 3 Volume = 120% - MinRange = 200 - MaxRange = 3000 + MinRange = 200.0 + MaxRange = 3000.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6982,7 +6982,7 @@ AudioEvent SpectreGunshipGattlingWeapon Sounds = vspewe1a vspewe1b vspewe1c ; VolumeShift = -10% Volume = 80% - MinRange = 175 + MinRange = 175.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -6994,7 +6994,7 @@ AudioEvent SentryDroneWeapon Sounds = vsenweaa vsenweab vsenweac vsenwead ; VolumeShift = -10% Volume = 80% - MinRange = 175 + MinRange = 175.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7015,8 +7015,8 @@ AudioEvent B3BomberAmbientLoop Attack = vb3blo1a Decay = vb3blo3a VolumeShift = -10% - MinRange = 150 - MaxRange = 1500 + MinRange = 150.0 + MaxRange = 1500.0 Volume = 80% Limit = 2 Priority = LOW @@ -7115,7 +7115,7 @@ End AudioEvent BattleBusMoveStart Sounds = vbusstaa vbusstab vbusstac vbusstad vbusstae Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 45% @@ -7126,7 +7126,7 @@ End AudioEvent MicrowaveTankMoveStart Sounds = vmicstaa vmicstab vmicstac vmicstad Control = RANDOM - PitchShift = -2 2 + PitchShift = -2.0 2.0 Delay = 0 600 VolumeShift = -10% Volume = 45% @@ -7139,8 +7139,8 @@ AudioEvent LeafletDrop Volume = 90% MinVolume = 50% Priority = CRITICAL - MinRange = 200 - MaxRange = 5000 + MinRange = 200.0 + MaxRange = 5000.0 Type = WORLD EVERYONE End @@ -7318,7 +7318,7 @@ AudioEvent JetSkid2 Sounds = gjetskic Volume = 45% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -7327,7 +7327,7 @@ AudioEvent JetSkid3 Sounds = gjetskid Volume = 45% VolumeShift = -10% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -7367,8 +7367,8 @@ AudioEvent Cin_CruiseMissileAmbientLoop Sounds = ccrulo2a ccrulo2b ccrulo2c Attack = ccrulo1a Decay = ccrulo3a - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Volume = 75% Limit = 2 Priority = LOW @@ -7428,9 +7428,9 @@ AudioEvent Cin_C130AmbientLoop Control = LOOP ALL RANDOM Volume = 100% Limit = 3 - PitchShift = -5 5 - MinRange = 250 - MaxRange = 1000 + PitchShift = -5.0 5.0 + MinRange = 250.0 + MaxRange = 1000.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -7517,7 +7517,7 @@ AudioEvent CargoJetDie Sounds = v130dama v130damb v130damc Control = INTERRUPT RANDOM Limit = 4 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 95% Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7538,7 +7538,7 @@ AudioEvent RedGuardMinigunnerWeapon Sounds = iremweaa iremweab iremweac iremwead VolumeShift = -10% Volume = 80% - MinRange = 175 + MinRange = 175.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7547,10 +7547,10 @@ End AudioEvent CombatCycleRebelWeapon Control = RANDOM INTERRUPT Sounds = vcycweaa vcycweab vcycweac vcycwead vcycweae - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 90% - MinRange = 200 + MinRange = 200.0 Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7563,8 +7563,8 @@ AudioEvent HelixWeaponMachineGun VolumeShift = -15% Limit = 3 Volume = 80% - ; MinRange = 400 - ; MaxRange = 800 + ; MinRange = 400.0 + ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE End @@ -7573,8 +7573,8 @@ AudioEvent FrenzyActivate Priority = HIGH Volume = 120% MinVolume = 70% - MinRange = 300 - MaxRange = 1000 + MinRange = 300.0 + MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE End @@ -7592,8 +7592,8 @@ AudioEvent MicrowaveWeaponLoop Attack = vmiclo1a VolumeShift = -10% Volume = 90% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -7605,8 +7605,8 @@ AudioEvent FrequencyJammerWeaponLoop Attack = vfrelo1a VolumeShift = -15% Volume = 90% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -7618,8 +7618,8 @@ AudioEvent AvengerPaintWeaponLoop Attack = vavelo1a VolumeShift = -10% Volume = 65% - MinRange = 100 - MaxRange = 600 + MinRange = 100.0 + MaxRange = 600.0 Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -7632,8 +7632,8 @@ AudioEvent LeafletDropEffect VolumeShift = -15% Limit = 3 Volume = 80% - ; MinRange = 400 - ; MaxRange = 800 + ; MinRange = 400.0 + ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE End @@ -7641,7 +7641,7 @@ AudioEvent ExplosionNeutronShell Sounds = gexpneua gexpneub gexpneuc gexpneud Control = INTERRUPT RANDOM VolumeShift = -15% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 110% Limit = 3 Priority = HIGH @@ -7654,8 +7654,8 @@ AudioEvent SabotageBuilding Control = ALL Volume = 110% Limit = 2 - MinRange = 400 - MaxRange = 1000 + MinRange = 400.0 + MaxRange = 1000.0 Priority = CRITICAL Type = WORLD EVERYONE End @@ -7666,8 +7666,8 @@ AudioEvent SabotageBuildingPower Control = ALL Volume = 110% Limit = 2 - MinRange = 400 - MaxRange = 1000 + MinRange = 400.0 + MaxRange = 1000.0 Priority = CRITICAL Type = WORLD EVERYONE End @@ -7684,7 +7684,7 @@ AudioEvent HelixDamagedLoop Sounds = vhello5a vhello5b vhello5c Attack = vhello4a Volume = 105% - MinRange = 200 + MinRange = 200.0 Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -7713,7 +7713,7 @@ End AudioEvent CombatCycleSwitchRider Sounds = vcycswia Control = RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 85% VolumeShift = -10% Priority = NORMAL @@ -7726,7 +7726,7 @@ AudioEvent ExplosionMOAB Sounds = gexpnuka Control = INTERRUPT RANDOM Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL LowPassCutoff = 50% @@ -7737,7 +7737,7 @@ End AudioEvent LaserCrusaderWeapon Sounds = vcrlweaa vcrlweab Control = RANDOM INTERRUPT - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 75% Limit = 3 @@ -7748,7 +7748,7 @@ End AudioEvent ExplosionPatriotEMP Sounds = gexpempa gexpempb Control = RANDOM INTERRUPT - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Volume = 80% Limit = 3 @@ -7759,7 +7759,7 @@ End AudioEvent SpectreHowitzerWeapon Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM - PitchShift = -5 5 + PitchShift = -5.0 5.0 VolumeShift = -10% Limit = 2 Volume = 70% diff --git a/GeneralsZH/Data/INI/SpecialPower.ini b/GeneralsZH/Data/INI/SpecialPower.ini index fbd90f4..623f757 100644 --- a/GeneralsZH/Data/INI/SpecialPower.ini +++ b/GeneralsZH/Data/INI/SpecialPower.ini @@ -14,8 +14,8 @@ SpecialPower SuperweaponDaisyCutter PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player - ViewObjectRange = 250 ; And how far it can see - RadiusCursorRadius = 170 ; shared by MOAB + ViewObjectRange = 250.0 ; And how far it can see + RadiusCursorRadius = 170.0 ; shared by MOAB ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -28,8 +28,8 @@ SpecialPower SuperweaponMOAB PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player - ViewObjectRange = 250 ; And how far it can see - RadiusCursorRadius = 170 + ViewObjectRange = 250.0 ; And how far it can see + RadiusCursorRadius = 170.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -42,7 +42,7 @@ SpecialPower SuperweaponParadropAmerica RequiredScience = SCIENCE_Paradrop1 PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 50 + RadiusCursorRadius = 50.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -55,8 +55,8 @@ SpecialPower SuperweaponCarpetBomb PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -69,8 +69,8 @@ SpecialPower SuperweaponChinaCarpetBomb PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 180 + ViewObjectRange = 250.0 + RadiusCursorRadius = 180.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -83,8 +83,8 @@ SpecialPower Early_SuperweaponChinaCarpetBomb PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 180 + ViewObjectRange = 250.0 + RadiusCursorRadius = 180.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -97,8 +97,8 @@ SpecialPower Nuke_SuperweaponChinaCarpetBomb PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 180 + ViewObjectRange = 250.0 + RadiusCursorRadius = 180.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -111,8 +111,8 @@ SpecialPower SuperweaponClusterMines PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -125,8 +125,8 @@ SpecialPower SuperweaponEMPPulse PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -139,8 +139,8 @@ SpecialPower SuperweaponLeafletDrop PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 110 + ViewObjectRange = 250.0 + RadiusCursorRadius = 110.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -153,8 +153,8 @@ SpecialPower Early_SuperweaponLeafletDrop PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 110 + ViewObjectRange = 250.0 + RadiusCursorRadius = 110.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -166,8 +166,8 @@ SpecialPower SuperweaponCrateDrop RequiredScience = SCIENCE_CrateDrop PublicTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. End @@ -179,8 +179,8 @@ SpecialPower SuperweaponA10ThunderboltMissileStrike PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 50 + ViewObjectRange = 250.0 + RadiusCursorRadius = 50.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -193,8 +193,8 @@ SpecialPower SuperweaponSpectreGunship PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -206,8 +206,8 @@ SpecialPower SuperweaponNapalmStrike PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -220,8 +220,8 @@ SpecialPower SuperweaponNeutronMissile InitiateAtLocationSound = AirRaidSiren ; plays at target PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 210 + ViewObjectRange = 250.0 + RadiusCursorRadius = 210.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -233,8 +233,8 @@ SpecialPower SuperweaponDetonateDirtyNuke PublicTimer = NO InitiateSound = MisGLA07Convoy16 ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 End @@ -244,8 +244,8 @@ SpecialPower SuperweaponScudStorm InitiateSound = ScudStormInitiated PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 ; align with ObjectCreationList.ini's DeliveryDecalRadius + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 ; align with ObjectCreationList.ini's DeliveryDecalRadius ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -259,8 +259,8 @@ SpecialPower SuperweaponArtilleryBarrage PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 125 + ViewObjectRange = 250.0 + RadiusCursorRadius = 125.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -274,8 +274,8 @@ SpecialPower SuperweaponFrenzy PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 InitiateAtLocationSound = FrenzyActivate ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. @@ -290,8 +290,8 @@ SpecialPower Early_SuperweaponFrenzy PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -313,7 +313,7 @@ SpecialPower SpecialPowerSpySatellite Enum = SPECIAL_SPY_SATELLITE ReloadTime = 60000 ; in milliseconds PublicTimer = NO - RadiusCursorRadius = 300 ; align with System.ini's SpySatellitePing's ShroudClearingRange + RadiusCursorRadius = 300.0 ; align with System.ini's SpySatellitePing's ShroudClearingRange InitiateAtLocationSound = SpySatellite SharedSyncedTimer = YES ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. @@ -328,7 +328,7 @@ SpecialPower SpecialPowerSpyDrone RequiredScience = SCIENCE_SpyDrone InitiateAtLocationSound = SpyDroneCreate SharedSyncedTimer = YES - RadiusCursorRadius = 250 ; align with FactionUnit.ini's SpyDrone's FinalVision + RadiusCursorRadius = 250.0 ; align with FactionUnit.ini's SpyDrone's FinalVision ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -339,7 +339,7 @@ SpecialPower SpecialPowerRadarVanScan ReloadTime = 30000 ; in milliseconds PublicTimer = NO InitiateAtLocationSound = RadarVanScan - RadiusCursorRadius = 150 ; align with System.ini's RadarVanPing's ShroudClearingRange + RadiusCursorRadius = 150.0 ; align with System.ini's RadarVanPing's ShroudClearingRange ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -363,7 +363,7 @@ SpecialPower SuperweaponRebelAmbush PublicTimer = NO InitiateAtLocationSound = RebelAmbushActivated SharedSyncedTimer = YES - RadiusCursorRadius = 50 + RadiusCursorRadius = 50.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -376,7 +376,7 @@ SpecialPower Chem_SuperweaponRebelAmbush PublicTimer = NO InitiateAtLocationSound = RebelAmbushActivated SharedSyncedTimer = YES - RadiusCursorRadius = 50 + RadiusCursorRadius = 50.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -389,8 +389,8 @@ SpecialPower SuperweaponBlackMarketNuke PublicTimer = YES SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -403,8 +403,8 @@ SpecialPower SuperweaponAnthraxBomb PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -451,7 +451,7 @@ SpecialPower SpecialAbilityColonelBurtonTimedCharges Enum = SPECIAL_TIMED_CHARGES ReloadTime = 0 ; in milliseconds PublicTimer = NO - ViewObjectRange = 100 + ViewObjectRange = 100.0 End @@ -560,7 +560,7 @@ SpecialPower SuperweaponEmergencyRepair RequiredScience = SCIENCE_EmergencyRepair1 PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 100 + RadiusCursorRadius = 100.0 InitiateAtLocationSound = EmergencyRepairActivate ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. @@ -573,7 +573,7 @@ SpecialPower Early_SuperweaponEmergencyRepair RequiredScience = Early_SCIENCE_EmergencyRepair1 PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 100 + RadiusCursorRadius = 100.0 InitiateAtLocationSound = EmergencyRepairActivate ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. @@ -587,7 +587,7 @@ SpecialPower SuperweaponGPSScrambler RequiredScience = SCIENCE_GPSScrambler PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 100 ; this needs to sync with the Object, GPSScrambler_InvisibleMarker's GrantStealthBehavior's, FinalRadius + RadiusCursorRadius = 100.0 ; this needs to sync with the Object, GPSScrambler_InvisibleMarker's GrantStealthBehavior's, FinalRadius InitiateAtLocationSound = GPSScrambleActivate ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. @@ -614,7 +614,7 @@ SpecialPower SuperweaponParticleUplinkCannon ReloadTime = 240000 ; in milliseconds PublicTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 + ViewObjectRange = 250.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -656,7 +656,7 @@ End SpecialPower SpecialAbilityAmbulanceCleanupArea Enum = SPECIAL_CLEANUP_AREA ReloadTime = 0 ; in milliseconds - RadiusCursorRadius = 110 ; Weapon range is 100 -- but add 10 to compensate for vehicle size. + RadiusCursorRadius = 110.0 ; Weapon range is 100 -- but add 10 to compensate for vehicle size. End @@ -680,7 +680,7 @@ SpecialPower SuperweaponSneakAttack PublicTimer = NO InitiateAtLocationSound = SneakAttackActivated SharedSyncedTimer = YES - RadiusCursorRadius = 50 + RadiusCursorRadius = 50.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -696,7 +696,7 @@ End SpecialPower SpecialAbilityHelixNapalmBomb Enum = SPECIAL_HELIX_NAPALM_BOMB ReloadTime = 10000 ; in milliseconds - RadiusCursorRadius = 100 + RadiusCursorRadius = 100.0 End @@ -704,7 +704,7 @@ End SpecialPower SpecialPowerBattleshipBombardment Enum = SPECIAL_BATTLESHIP_BOMBARDMENT ReloadTime = 25000 ; in milliseconds - RadiusCursorRadius = 60 + RadiusCursorRadius = 60.0 End @@ -716,7 +716,7 @@ SpecialPower Tank_SuperweaponTankParadrop RequiredScience = SCIENCE_TankParadrop1 PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 50 + RadiusCursorRadius = 50.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -727,7 +727,7 @@ SpecialPower SupW_SuperweaponParticleUplinkCannon ReloadTime = 180000 ; in milliseconds PublicTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 + ViewObjectRange = 250.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -740,8 +740,8 @@ SpecialPower AirF_SuperweaponDaisyCutter PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player - ViewObjectRange = 250 ; And how far it can see - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 ; And how far it can see + RadiusCursorRadius = 100.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -751,7 +751,7 @@ SpecialPower Demo_SpecialAbilityDemoRebelTimedCharges Enum = SPECIAL_TIMED_CHARGES ReloadTime = 30000 ; in milliseconds PublicTimer = NO - ViewObjectRange = 100 + ViewObjectRange = 100.0 End @@ -766,7 +766,7 @@ SpecialPower Demo_SpecialAbilityDemoKellTimedCharges Enum = SPECIAL_TIMED_CHARGES ReloadTime = 0 ; in milliseconds PublicTimer = NO - ViewObjectRange = 100 + ViewObjectRange = 100.0 End @@ -774,7 +774,7 @@ SpecialPower Demo_SpecialAbilityDemoKellStickyCharges Enum = SPECIAL_TIMED_CHARGES ReloadTime = 0 ; in milliseconds PublicTimer = NO - ViewObjectRange = 100 + ViewObjectRange = 100.0 End @@ -788,7 +788,7 @@ End SpecialPower Nuke_SpecialAbilityHelixNukeBomb Enum = SPECIAL_HELIX_NAPALM_BOMB ReloadTime = 10000 ; in milliseconds - RadiusCursorRadius = 60 + RadiusCursorRadius = 60.0 End @@ -799,8 +799,8 @@ SpecialPower Nuke_SuperweaponNukeDrop PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 100 + ViewObjectRange = 250.0 + RadiusCursorRadius = 100.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -815,8 +815,8 @@ SpecialPower Nuke_SuperweaponNeutronMissile InitiateAtLocationSound = AirRaidSiren ; plays at target PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 210 + ViewObjectRange = 250.0 + RadiusCursorRadius = 210.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -850,8 +850,8 @@ SpecialPower AirF_SuperweaponA10ThunderboltMissileStrike PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 50 + ViewObjectRange = 250.0 + RadiusCursorRadius = 50.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -867,8 +867,8 @@ SpecialPower AirF_SuperweaponSpectreGunship PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 - RadiusCursorRadius = 200 + ViewObjectRange = 250.0 + RadiusCursorRadius = 200.0 AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -889,7 +889,7 @@ SpecialPower Infa_SuperweaponInfantryParadrop RequiredScience = Infa_SCIENCE_InfantryParadrop1 PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 50 + RadiusCursorRadius = 50.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -902,7 +902,7 @@ SpecialPower Slth_SuperweaponGPSScrambler RequiredScience = Slth_SCIENCE_GPSScrambler PublicTimer = NO SharedSyncedTimer = YES - RadiusCursorRadius = 100 + RadiusCursorRadius = 100.0 InitiateAtLocationSound = GPSScrambleActivate ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. @@ -917,8 +917,8 @@ SpecialPower AirF_SuperweaponCarpetBomb PublicTimer = NO SharedSyncedTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 180 + ViewObjectRange = 250.0 + RadiusCursorRadius = 180.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -932,8 +932,8 @@ SpecialPower SupW_CruiseMissile InitiateAtLocationSound = AirRaidSiren ; plays at target PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 210 + ViewObjectRange = 250.0 + RadiusCursorRadius = 210.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -944,7 +944,7 @@ SpecialPower Lazr_LaserCannon ReloadTime = 120000 ; in milliseconds PublicTimer = YES ViewObjectDuration = 30000 - ViewObjectRange = 250 + ViewObjectRange = 250.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End @@ -959,8 +959,8 @@ SpecialPower SupW_SuperweaponNeutronMissile InitiateAtLocationSound = AirRaidSiren ; plays at target PublicTimer = YES ViewObjectDuration = 40000 - ViewObjectRange = 250 - RadiusCursorRadius = 210 + ViewObjectRange = 250.0 + RadiusCursorRadius = 210.0 ShortcutPower = YES ; Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ; Considered a powerful special power that a player could fire. Not for simpler unit-based powers. End diff --git a/GeneralsZH/Data/INI/Speech.ini b/GeneralsZH/Data/INI/Speech.ini index 943edd9..835a7b6 100644 --- a/GeneralsZH/Data/INI/Speech.ini +++ b/GeneralsZH/Data/INI/Speech.ini @@ -744,16 +744,16 @@ End DialogEvent CameraSwitch Filename = ccamswit.wav - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Volume = 75% Type = UI End DialogEvent CameraFXRotate Filename = ccamfxro.wav - MinRange = 100 - MaxRange = 500 + MinRange = 100.0 + MaxRange = 500.0 Volume = 100% Type = UI End diff --git a/GeneralsZH/Data/INI/Voice.ini b/GeneralsZH/Data/INI/Voice.ini index b27d046..5a07c8e 100644 --- a/GeneralsZH/Data/INI/Voice.ini +++ b/GeneralsZH/Data/INI/Voice.ini @@ -115,7 +115,7 @@ AudioEvent RangerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 VolumeShift = -20% Volume = 100% Type = WORLD VOICE EVERYONE @@ -230,7 +230,7 @@ AudioEvent MissileDefenderVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -912,7 +912,7 @@ AudioEvent ColonelBurtonVoiceDie Limit = 3 Volume = 100% MinVolume = 80% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1145,7 +1145,7 @@ AudioEvent PathfinderVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD SHROUDED EVERYONE @@ -1283,7 +1283,7 @@ AudioEvent PilotVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% Type = WORLD SHROUDED EVERYONE End @@ -1489,7 +1489,7 @@ AudioEvent RedGuardVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1564,7 +1564,7 @@ AudioEvent TankHunterVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1902,7 +1902,7 @@ AudioEvent HackerVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -2249,7 +2249,7 @@ AudioEvent BlackLotusVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -2624,7 +2624,7 @@ AudioEvent RebelVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD SHROUDED EVERYONE @@ -2707,7 +2707,7 @@ AudioEvent TerroristVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -3033,7 +3033,7 @@ AudioEvent TechnicalVoiceDie Priority = HIGH Limit = 2 VolumeShift = -15% - PitchShift = -5 5 + PitchShift = -5.0 5.0 Volume = 65% Type = WORLD SHROUDED EVERYONE End @@ -3284,7 +3284,7 @@ AudioEvent WorkerVoiceFear Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% MinVolume = 80% Type = WORLD SHROUDED PLAYER @@ -3295,7 +3295,7 @@ AudioEvent WorkerVoiceSurrender Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 100% MinVolume = 80% Type = WORLD VOICE SHROUDED EVERYONE @@ -3306,7 +3306,7 @@ AudioEvent WorkerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -3381,7 +3381,7 @@ AudioEvent HijackerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -3393,8 +3393,8 @@ AudioEvent HijackDriver Attack = ihijweaa Control = RANDOM Volume = 110% - MinRange = 200 - MaxRange = 800 + MinRange = 200.0 + MaxRange = 800.0 MinVolume = 80% Type = WORLD SHROUDED EVERYONE End @@ -3476,7 +3476,7 @@ AudioEvent JarmenKellVoiceDie Control = RANDOM Priority = LOW Limit = 3 - PitchShift = -10 10 + PitchShift = -10.0 10.0 Volume = 90% VolumeShift = -20% Type = WORLD VOICE SHROUDED EVERYONE @@ -3701,7 +3701,7 @@ AudioEvent RPGTrooperVoiceDie Limit = 3 Volume = 90% VolumeShift = -20% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -3725,7 +3725,7 @@ AudioEvent AngryMobVoiceSelect Sounds = iangsela iangselb iangselc iangseld Control = RANDOM Volume = 80% - MinRange = 150 + MinRange = 150.0 MinVolume = 70% Type = WORLD GLOBAL PLAYER End @@ -3733,8 +3733,8 @@ End AudioEvent AngryMobVoiceCreate Sounds = iangsela iangselb iangselc iangseld Control = RANDOM - MinRange = 300 - MaxRange = 2000 + MinRange = 300.0 + MaxRange = 2000.0 Volume = 90% MinVolume = 80% Type = WORLD GLOBAL PLAYER @@ -3743,7 +3743,7 @@ End AudioEvent AngryMobVoiceMove Sounds = iangmova iangmovb iangmovc iangmovd iangmove Control = RANDOM - MinRange = 100 + MinRange = 100.0 Volume = 80% MinVolume = 70% Type = WORLD GLOBAL PLAYER @@ -3752,7 +3752,7 @@ End AudioEvent AngryMobVoiceAttack Sounds = iangatta iangattb iangattc iangattd iangmovf Control = RANDOM - MinRange = 100 + MinRange = 100.0 Volume = 80% MinVolume = 70% Type = WORLD GLOBAL PLAYER @@ -3786,7 +3786,7 @@ AudioEvent StingerSoldierVoiceDie Priority = LOW Limit = 3 Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -3814,8 +3814,8 @@ AudioEvent StrategyCenter_HoldTheLineAnnouncement Priority = CRITICAL Volume = 100% MinVolume = 90% - MinRange = 1000 - MaxRange = 100000 + MinRange = 1000.0 + MaxRange = 100000.0 Type = WORLD EVERYONE End @@ -3824,8 +3824,8 @@ AudioEvent StrategyCenter_BombardmentPlanAnnouncement Priority = CRITICAL Volume = 100% MinVolume = 90% - MinRange = 1000 - MaxRange = 100000 + MinRange = 1000.0 + MaxRange = 100000.0 Type = WORLD EVERYONE End @@ -3834,8 +3834,8 @@ AudioEvent StrategyCenter_SearchAndDestroyAnnouncement Priority = CRITICAL Volume = 100% MinVolume = 90% - MinRange = 1000 - MaxRange = 100000 + MinRange = 1000.0 + MaxRange = 100000.0 Type = WORLD EVERYONE End @@ -4509,7 +4509,7 @@ AudioEvent CIAAgentVoiceDie Priority = LOW Limit = 3 Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -4568,7 +4568,7 @@ AudioEvent POWVoiceDie Priority = LOW Limit = 3 Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -4617,7 +4617,7 @@ AudioEvent SaboteurVoiceDie Priority = LOW Limit = 3 Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -4749,7 +4749,7 @@ AudioEvent CombatCycleVoiceDie Priority = LOW Limit = 3 Volume = 90% - PitchShift = -10 10 + PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End diff --git a/GeneralsZH/Data/INI/Weapon.ini b/GeneralsZH/Data/INI/Weapon.ini index c278ee6..08fe684 100644 --- a/GeneralsZH/Data/INI/Weapon.ini +++ b/GeneralsZH/Data/INI/Weapon.ini @@ -19,12 +19,12 @@ Weapon MarauderTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 10 + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 10.0 ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -48,12 +48,12 @@ Weapon MarauderTankGunUpgradeOne PrimaryDamageRadius = 5.0 AttackRange = 170.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 10 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 10.0 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -76,12 +76,12 @@ Weapon MarauderTankGunUpgradeTwo PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 500 ; dist/sec - WeaponRecoil = 10 ; angle to deflect the model when firing + WeaponSpeed = 500.0 ; dist/sec + WeaponRecoil = 10.0 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -104,12 +104,12 @@ Weapon ScorpionTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall @@ -140,7 +140,7 @@ Weapon ScorpionMissileWeapon MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -166,12 +166,12 @@ Weapon ScorpionTankGunPlusOne PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall @@ -202,7 +202,7 @@ Weapon ScorpionMissileWeaponPlusTwo MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -232,18 +232,18 @@ End Weapon OverlordTankGun - PrimaryDamage = 80 ; 100.0 + PrimaryDamage = 80.0 ; 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -270,12 +270,12 @@ Weapon StrategyCenterGun ScatterRadiusVsInfantry = 15.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 MinimumAttackRange = 100.0 - MinTargetPitch = 45 ; we may not target anything outside of this pitch range - MaxTargetPitch = 80 ; ditto + MinTargetPitch = 45.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 80.0 ; ditto DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 150 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 150.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_StrategyCenterBarrage @@ -298,12 +298,12 @@ Weapon BattleMasterTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall @@ -327,12 +327,12 @@ Weapon CrusaderTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -351,12 +351,12 @@ Weapon PaladinTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -384,7 +384,7 @@ Weapon PaladinPointDefenseLaser DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. AntiSmallMissile = YES AntiProjectile = NO LaserName = PointDefenseLaserBeam @@ -404,7 +404,7 @@ Weapon AvengerPointDefenseLaserOne DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. AntiSmallMissile = YES AntiProjectile = YES LaserName = AvengerPointDefenseLaserBeam @@ -423,7 +423,7 @@ Weapon AvengerPointDefenseLaserTwo DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. AntiSmallMissile = YES AntiProjectile = YES LaserName = AvengerPointDefenseLaserBeam @@ -506,12 +506,12 @@ Weapon TechnicalCannonWeapon PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = GATTLING DeathType = EXPLODED - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation @@ -537,7 +537,7 @@ Weapon CrusaderMachineGun AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_GenericTankGun FireSound = GenericMachineGunFire @@ -554,7 +554,7 @@ Weapon TunnelNetworkGun AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = HumveeWeapon @@ -571,7 +571,7 @@ Weapon TunnelNetworkGunDUMMY AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL - WeaponSpeed = 99999 ; dist/sec + WeaponSpeed = 99999.0 ; dist/sec ProjectileObject = NONE DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) @@ -585,7 +585,7 @@ Weapon SentryDroneGun AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_SentryDroneGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers @@ -604,7 +604,7 @@ Weapon HumveeGun AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers @@ -623,7 +623,7 @@ Weapon HumveeMissileWeapon AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = HumveeMissile ProjectileExhaust = TowMissileExhaust @@ -652,7 +652,7 @@ Weapon HumveeMissileWeaponAir AttackRange = 320.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust @@ -700,7 +700,7 @@ Weapon HellfireMissileWeapon AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust @@ -774,14 +774,14 @@ Weapon MissileDefenderMissileWeapon AttackRange = 175.0 DamageType = INFANTRY_MISSILE DeathType = NORMAL - WeaponSpeed = 600 + WeaponSpeed = 600.0 ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -801,11 +801,11 @@ Weapon MissileDefenderLaserGuidedMissileWeapon AttackRange = 300.0 ; Extending this range allows the special ability to work better. DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 600 + WeaponSpeed = 600.0 ProjectileObject = MissileDefenderMissile ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -1361,7 +1361,7 @@ End Weapon ComancheAntiTankMissileWeapon - PrimaryDamage = 50 + PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 25.0 @@ -1370,7 +1370,7 @@ Weapon ComancheAntiTankMissileWeapon MinimumAttackRange = 0.0 ; 100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = JET_MISSILES ; not so good against base defenses and some other units. DeathType = EXPLODED - WeaponSpeed = 99999 + WeaponSpeed = 99999.0 ProjectileObject = ComancheAntiTankMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust @@ -1395,7 +1395,7 @@ Weapon ComancheRocketPodWeapon PrimaryDamageRadius = 5.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 40.0 - ScatterRadius = 0 ; changed to zero, unless you want to soften the results of the table below + ScatterRadius = 0.0 ; changed to zero, unless you want to soften the results of the table below ; @todo srj -- need better targets; these are copied from Scud Storm ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots @@ -1403,7 +1403,7 @@ Weapon ComancheRocketPodWeapon ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used, and then you'd get a different nine next clip. - ScatterTargetScalar = 50 ; replaces the ScatterRadius, above, for scaling this table, below + ScatterTargetScalar = 50.0 ; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X:0.000 Y:0.133 ScatterTarget = X:0.133 Y:-0.200 ScatterTarget = X:-0.067 Y:0.667 @@ -1430,7 +1430,7 @@ Weapon ComancheRocketPodWeapon MinimumAttackRange = 0.0 ; 100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = EXPLOSION DeathType = EXPLODED - ; WeaponSpeed = 99999 + ; WeaponSpeed = 99999.0 ProjectileObject = ComancheRocketPodRocket ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust @@ -1498,7 +1498,7 @@ Weapon BarrelWeapon AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec @@ -1516,7 +1516,7 @@ Weapon TankerTruckWeapon AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec @@ -1559,12 +1559,12 @@ End Weapon NeutronMissileWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 99999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 99999.0 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile @@ -1578,12 +1578,12 @@ End Weapon ScudStormWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 999999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 999999.0 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile @@ -1594,14 +1594,14 @@ Weapon ScudStormWeapon ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = YES - ScatterRadius = 0 ; changed to zero, unless you want to soften the results of the table below + ScatterRadius = 0.0 ; changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used, and then you'd get a different nine next clip. - ScatterTargetScalar = 120 ; replaces the ScatterRadius, above, for scaling this table, below + ScatterTargetScalar = 120.0 ; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X:0.000 Y:0.133 ScatterTarget = X:0.133 Y:-0.200 ScatterTarget = X:-0.067 Y:0.667 @@ -1614,7 +1614,7 @@ Weapon ScudStormWeapon PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay for the first shot of each clip - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -1631,7 +1631,7 @@ Weapon ScudStormDamageWeapon AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS @@ -1649,7 +1649,7 @@ Weapon ScudStormDamageWeaponUpgraded AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldUpgradedLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS @@ -1663,10 +1663,10 @@ Weapon AuroraBombWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 20.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast - AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. + AcceptableAimDelta = 45.0 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED - WeaponSpeed = 99999 + WeaponSpeed = 99999.0 ProjectileObject = AuroraBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate @@ -1687,12 +1687,12 @@ Weapon RaptorJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 320 ; 400.0 + AttackRange = 320.0 ; 400.0 MinimumAttackRange = 100.0 - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DamageType = JET_MISSILES DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1716,12 +1716,12 @@ Weapon AircraftCarrierRaptorJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 320 ; 400.0 + AttackRange = 320.0 ; 400.0 MinimumAttackRange = 100.0 - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DamageType = JET_MISSILES DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1744,11 +1744,11 @@ Weapon StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 220 ; 320.0 + AttackRange = 220.0 ; 320.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for Stealth Fighter/missile speed DamageType = STEALTHJET_MISSILES ; good against buildings, ok against everything else DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1772,11 +1772,11 @@ Weapon CINE_StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 400 + AttackRange = 400.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for Stealth Fighter/missile speed DamageType = STEALTHJET_MISSILES ; good against buildings, ok against everything else DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -1943,7 +1943,7 @@ Weapon PatriotMissileWeapon AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 1 ; locomotor specifies speed. + WeaponSpeed = 1.0 ; locomotor specifies speed. ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon @@ -1958,7 +1958,7 @@ Weapon PatriotMissileWeapon AntiGround = YES AntiBallisticMissile = NO ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation - RequestAssistRange = 200 ; when I fire, my object will look around for things of + RequestAssistRange = 200.0 ; when I fire, my object will look around for things of ; its type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End @@ -1971,7 +1971,7 @@ Weapon PatriotMissileWeaponAir AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 + WeaponSpeed = 600.0 ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition @@ -1986,7 +1986,7 @@ Weapon PatriotMissileWeaponAir AntiGround = NO AntiBallisticMissile = YES ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation - RequestAssistRange = 200 ; when I fire, my object will look around for things of + RequestAssistRange = 200.0 ; when I fire, my object will look around for things of ; its type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End @@ -2000,7 +2000,7 @@ Weapon PatriotMissileAssistWeapon AttackRange = 450.0 ; at least Regular's range + Regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition @@ -2026,12 +2026,12 @@ Weapon TunnelDefenderRocketWeapon MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -2055,12 +2055,12 @@ Weapon TunnelDefenderBikerRocketWeapon MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -2089,13 +2089,13 @@ Weapon BuggyRocketWeapon MinimumAttackRange = 50.0 ; 150.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec @@ -2119,13 +2119,13 @@ Weapon CINE_BuggyRocketWeapon MinimumAttackRange = 50.0 ; 150.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec @@ -2148,13 +2148,13 @@ Weapon BuggyRocketWeaponUpgraded MinimumAttackRange = 50.0 ; 150.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 12 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec @@ -2176,7 +2176,7 @@ Weapon StingerMissileWeapon AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 750 ; ignored for projectile weapons + WeaponSpeed = 750.0 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -2208,7 +2208,7 @@ Weapon CINE_StingerMissileWeapon AttackRange = 2250.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 750 ; ignored for projectile weapons + WeaponSpeed = 750.0 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -2240,7 +2240,7 @@ Weapon StingerMissileWeaponAir AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -2368,11 +2368,11 @@ Weapon BlackLotusBuildingCaptureHack LeechRangeWeapon = YES PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 - AttackRange = 325 + AttackRange = 325.0 DamageType = HACK DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -2393,8 +2393,8 @@ Weapon BlackLotusVehicleDisableHack AttackRange = 150.0 DamageType = HACK DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -2414,8 +2414,8 @@ Weapon BlackLotusStealCashHack AttackRange = 75.0 DamageType = HACK DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -2435,8 +2435,8 @@ Weapon HackerDisableBuildingHack AttackRange = 75.0 DamageType = HACK DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -2459,12 +2459,12 @@ Weapon ChinaInfantryTankHunterMissileLauncher MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TankHunterMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -2541,11 +2541,11 @@ Weapon RangerFlashBangGrenadeWeapon MinimumAttackRange = 20.0 DamageType = SURRENDER DeathType = NORMAL - WeaponSpeed = 120 + WeaponSpeed = 120.0 ProjectileObject = RangerFlashBangGrenade RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = RangerFlashBangWeapon - ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 4.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec @@ -2604,7 +2604,7 @@ Weapon TechnicalRPGWeapon ProjectileExhaust = InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -2854,8 +2854,8 @@ Weapon AmbulanceCleanHazardWeapon DamageType = HAZARD_CLEANUP DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = CleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation @@ -2881,8 +2881,8 @@ Weapon BioHazardTechCleanHazardWeapon MinimumAttackRange = 10.0 DamageType = HAZARD_CLEANUP DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = BioHazardCleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation @@ -2908,11 +2908,11 @@ Weapon DragonTankFlameWeapon SecondaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 75.0 - MinimumAttackRange = 0 ; 10.0 + MinimumAttackRange = 0.0 ; 10.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -2936,8 +2936,8 @@ Weapon DragonTankFireWallWeapon AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation @@ -2967,8 +2967,8 @@ Weapon DragonTankFlameWeaponUpgraded MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded @@ -2992,8 +2992,8 @@ Weapon DragonTankFireWallWeaponUpgraded AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded @@ -3018,11 +3018,11 @@ Weapon ToxinTruckGun PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 - MinimumAttackRange = 0 ; 20.0 + MinimumAttackRange = 0.0 ; 20.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation @@ -3046,8 +3046,8 @@ Weapon ToxinTruckGunUpgraded MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded @@ -3064,15 +3064,15 @@ End Weapon ToxinTruckSprayer - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround @@ -3084,20 +3084,20 @@ Weapon ToxinTruckSprayer ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End Weapon ToxinTruckSprayerUpgraded - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded @@ -3109,7 +3109,7 @@ Weapon ToxinTruckSprayerUpgraded ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -3118,11 +3118,11 @@ Weapon ToxinTruckGunPlusOne PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 - MinimumAttackRange = 0 ; 20.0 + MinimumAttackRange = 0.0 ; 20.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation @@ -3146,8 +3146,8 @@ Weapon ToxinTruckGunUpgradedPlusOne MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded @@ -3164,15 +3164,15 @@ End Weapon ToxinTruckSprayerPlusOne - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround @@ -3184,20 +3184,20 @@ Weapon ToxinTruckSprayerPlusOne ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End Weapon ToxinTruckSprayerUpgradedPlusOne - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded @@ -3209,7 +3209,7 @@ Weapon ToxinTruckSprayerUpgradedPlusOne ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -3218,11 +3218,11 @@ Weapon ToxinTruckGunPlusTwo PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 - MinimumAttackRange = 0 ; 20.0 + MinimumAttackRange = 0.0 ; 20.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation @@ -3246,8 +3246,8 @@ Weapon ToxinTruckGunUpgradedPlusTwo MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded @@ -3264,15 +3264,15 @@ End Weapon ToxinTruckSprayerPlusTwo - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround @@ -3284,20 +3284,20 @@ Weapon ToxinTruckSprayerPlusTwo ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End Weapon ToxinTruckSprayerUpgradedPlusTwo - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 4.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded @@ -3309,7 +3309,7 @@ Weapon ToxinTruckSprayerUpgradedPlusTwo ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -3319,7 +3319,7 @@ Weapon FireWallSegmentWeapon AttackRange = 15.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ; FireFX left commented out to illustrate particle presence is on object ; FireFX = WeaponFX_SmallFireFieldWeapon @@ -3335,7 +3335,7 @@ Weapon FireWallSegmentUpgradedWeapon AttackRange = 15.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ; FireFX left commented out to illustrate particle presence is on object ; FireFX = WeaponFX_SmallFireFieldWeapon @@ -3350,7 +3350,7 @@ Weapon ParticleUplinkCannonBeamTrailRemnantWeapon PrimaryDamageRadius = 10.0 DamageType = PARTICLE_BEAM DeathType = BURNED - WeaponSpeed = 250 ; dist/sec + WeaponSpeed = 250.0 ; dist/sec ; FireFX left commented out to illustrate particle presence is on object ; FireFX = WeaponFX_SmallFireFieldWeapon @@ -3372,7 +3372,7 @@ Weapon SmallFireFieldWeapon MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ; Commented out to show effect was moved to the object itself. Note that if the damage radius ; changed then the art must be changed now too because of this. @@ -3391,7 +3391,7 @@ Weapon SmallFireFieldWeaponUpgraded MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ; Commented out to show effect was moved to the object itself. Note that if the damage radius ; changed then the art must be changed now too because of this. @@ -3426,7 +3426,7 @@ Weapon LargePoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3443,7 +3443,7 @@ Weapon MediumPoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3460,7 +3460,7 @@ Weapon SmallPoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3477,7 +3477,7 @@ Weapon AnthraxBombPoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3494,7 +3494,7 @@ Weapon AnthraxGammaBombPoisonFieldWeapon MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3511,7 +3511,7 @@ Weapon LargePoisonFieldWeaponUpgraded MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3528,7 +3528,7 @@ Weapon MediumPoisonFieldWeaponUpgraded MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3545,7 +3545,7 @@ Weapon SmallPoisonFieldWeaponUpgraded MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3562,7 +3562,7 @@ Weapon LargeRadiationFieldWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3579,7 +3579,7 @@ Weapon MediumRadiationFieldWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3596,7 +3596,7 @@ Weapon SmallRadiationFieldWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3613,7 +3613,7 @@ Weapon NukeRadiationFieldWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -3679,14 +3679,14 @@ Weapon TroopCrawlerAssault AttackRange = 175.0 ; Needs to see farther and match its unit's sight range -- else Troop Crawlers will get slaughtered against tanks! DamageType = DEPLOY DeathType = NORMAL - WeaponSpeed = 0 ; dist/sec + WeaponSpeed = 0.0 ; dist/sec ProjectileObject = NONE FireFX = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -3696,13 +3696,13 @@ Weapon AircraftCarrierOrderLaunch AttackRange = 1000000.0 DamageType = DEPLOY DeathType = NORMAL - WeaponSpeed = 0 ; dist/sec + WeaponSpeed = 0.0 ; dist/sec ProjectileObject = NONE FireFX = NONE DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -3710,14 +3710,14 @@ Weapon InfernoCannonGun PrimaryDamage = 30.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 30.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 300 + AttackRange = 300.0 MinimumAttackRange = 50.0 - MinTargetPitch = -90 - MaxTargetPitch = 79 + MinTargetPitch = -90.0 + MaxTargetPitch = 79.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 250 ; dist/sec - MinWeaponSpeed = 75 + WeaponSpeed = 250.0 ; dist/sec + MinWeaponSpeed = 75.0 ScaleWeaponSpeed = YES ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShell FireFX = WeaponFX_GenericTankGunNoTracer @@ -3731,7 +3731,7 @@ Weapon InfernoCannonGun HistoricBonusTime = 3000 HistoricBonusCount = 3 - HistoricBonusRadius = 20 + HistoricBonusRadius = 20.0 HistoricBonusWeapon = FirestormSmallCreationWeapon End @@ -3740,14 +3740,14 @@ Weapon InfernoCannonGunUpgraded PrimaryDamage = 30.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 30.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - AttackRange = 300 + AttackRange = 300.0 MinimumAttackRange = 50.0 - MinTargetPitch = -90 - MaxTargetPitch = 79 + MinTargetPitch = -90.0 + MaxTargetPitch = 79.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 250 ; dist/sec - MinWeaponSpeed = 75 + WeaponSpeed = 250.0 ; dist/sec + MinWeaponSpeed = 75.0 ScaleWeaponSpeed = YES ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShellUpgraded FireFX = WeaponFX_GenericTankGunNoTracer @@ -3761,7 +3761,7 @@ Weapon InfernoCannonGunUpgraded HistoricBonusTime = 3000 HistoricBonusCount = 3 - HistoricBonusRadius = 20 + HistoricBonusRadius = 20.0 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon End @@ -3790,7 +3790,7 @@ Weapon NukeCannonGun MinimumAttackRange = 150.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 200 ; dist/sec + WeaponSpeed = 200.0 ; dist/sec ProjectileObject = NukeCannonShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon @@ -3806,16 +3806,16 @@ End ; Cinematic-only Weapon CINE_NukeCannonGun - PrimaryDamage = 1 - PrimaryDamageRadius = 1 - SecondaryDamage = 1 - SecondaryDamageRadius = 1 + PrimaryDamage = 1.0 + PrimaryDamageRadius = 1.0 + SecondaryDamage = 1.0 + SecondaryDamageRadius = 1.0 ScatterRadiusVsInfantry = 30.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2000.0 MinimumAttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 2000 ; dist/sec + WeaponSpeed = 2000.0 ; dist/sec FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash @@ -4234,7 +4234,7 @@ Weapon NapalmMissileWeapon FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec @@ -4245,7 +4245,7 @@ Weapon NapalmMissileWeapon DamageDealtAtSelfPosition = YES HistoricBonusTime = 3000 HistoricBonusCount = 8 - HistoricBonusRadius = 100 + HistoricBonusRadius = 100.0 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = YES @@ -4269,7 +4269,7 @@ Weapon BlackNapalmMissileWeapon FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec @@ -4280,7 +4280,7 @@ Weapon BlackNapalmMissileWeapon DamageDealtAtSelfPosition = YES HistoricBonusTime = 3000 HistoricBonusCount = 8 - HistoricBonusRadius = 100 + HistoricBonusRadius = 100.0 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = YES @@ -4302,7 +4302,7 @@ Weapon NukeMissileWeapon FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec @@ -4392,7 +4392,7 @@ Weapon BattleshipTargetDamagedWeapon AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 999999 + WeaponSpeed = 999999.0 ProjectileObject = NONE FireFX = WeaponFX_BattleshipTargetExplode FireSound = ExplosionBattleshipTarget @@ -4411,7 +4411,7 @@ Weapon CINE_u02_BattleshipTargetDamagedWeapon AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 999999 + WeaponSpeed = 999999.0 ProjectileObject = NONE FireFX = WeaponFX_BattleshipTargetExplode FireSound = ExplosionBattleshipTarget @@ -4480,7 +4480,7 @@ End Weapon BattleDroneMachineGun - PrimaryDamage = 1 + PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 110.0 DamageType = SMALL_ARMS @@ -4528,7 +4528,7 @@ Weapon GLAAngryMobRockProjectileWeapon AttackRange = 100.0 DamageType = MOLOTOV_COCKTAIL ; SMALL_ARMS DeathType = NORMAL - WeaponSpeed = 130 ; dist/sec (huge value == effectively instant) + WeaponSpeed = 130.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GLAAngryMobRockProjectileObject FireFX = NONE FireSound = AngryMobWeaponMolotov @@ -4546,10 +4546,10 @@ Weapon GLAAngryMobMolotovCocktailProjectileWeapon PrimaryDamage = 40.0 ; 40.0 PrimaryDamageRadius = 11.0 AttackRange = 100.0 - MinimumAttackRange = 12 ; 40.0 + MinimumAttackRange = 12.0 ; 40.0 DamageType = MOLOTOV_COCKTAIL ; used only by this weapon. Splits off so Dragon Tanks and Toxin Tractors are resistant. DeathType = NORMAL - WeaponSpeed = 60 + WeaponSpeed = 60.0 ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject FireFX = NONE RadiusDamageAffects = ENEMIES NEUTRALS ALLIES @@ -4559,7 +4559,7 @@ Weapon GLAAngryMobMolotovCocktailProjectileWeapon PreAttackDelay = 500 ; 2000 ; linked to the length of the throw animation PreAttackType = PER_SHOT ; Do the delay for every single shot ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation - MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mob-mates + MaxTargetPitch = 57.0 ; this is important so that they do not lob the bottles on their mob-mates ProjectileCollidesWith = STRUCTURES WALLS End @@ -4639,7 +4639,7 @@ Weapon WorkerMineDisarmingWeapon AntiMine = YES PreAttackDelay = 1000 ; we have to wave our magic wand over it a bit PreAttackType = PER_SHOT ; Do the delay for every single shot - ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm + ContinueAttackRange = 100.0 ; after disarming a mine, look for additional mines within this dist to disarm End @@ -4659,7 +4659,7 @@ Weapon DozerMineDisarmingWeapon AntiMine = YES PreAttackDelay = 1200 ; this is the natural duration of the pre-scooping animation PreAttackType = PER_ATTACK ; Do the delay before every attack - ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm + ContinueAttackRange = 100.0 ; after disarming a mine, look for additional mines within this dist to disarm End @@ -4968,7 +4968,7 @@ Weapon EruptionOfToxicGooWeaponLarge AttackRange = 0.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 999999 + WeaponSpeed = 999999.0 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooLarge FireSound = ExplosionBattleshipTarget @@ -4987,7 +4987,7 @@ Weapon EruptionOfToxicGooWeaponSmall AttackRange = 0.0 DamageType = POISON DeathType = POISONED - WeaponSpeed = 999999 + WeaponSpeed = 999999.0 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooSmall FireSound = ExplosionBattleshipTarget @@ -5004,12 +5004,12 @@ Weapon MilitiaTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 120.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation @@ -5045,7 +5045,7 @@ End Weapon VehicleCrashesIntoBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 - AttackRange = 0 + AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE @@ -5058,7 +5058,7 @@ End Weapon VehicleCrashesIntoNonBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 - AttackRange = 0 + AttackRange = 0.0 DamageType = CRUSH DeathType = CRUSHED ProjectileObject = NONE @@ -5077,12 +5077,12 @@ Weapon ArtilleryPlatformGun ScatterRadiusVsInfantry = 15.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 ; 500.0 MinimumAttackRange = 50.0 - MinTargetPitch = -10 ; we may not target anything outside of this pitch range - MaxTargetPitch = 80 ; ditto + MinTargetPitch = -10.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 80.0 ; ditto DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 150 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 150.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ScaleWeaponSpeed = YES ; Used for lob weapons, scales speed proportional to range ; dist/sec ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer @@ -5124,7 +5124,7 @@ Weapon GC_Chem_StingerMissileWeaponBeta AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 750 ; ignored for projectile weapons + WeaponSpeed = 750.0 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust @@ -5151,7 +5151,7 @@ Weapon GC_Chem_StingerMissileWeaponAirBeta AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust @@ -5176,7 +5176,7 @@ Weapon GC_Chem_StingerMissileWeaponGamma AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 750 ; ignored for projectile weapons + WeaponSpeed = 750.0 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma @@ -5203,7 +5203,7 @@ Weapon GC_Chem_StingerMissileWeaponAirGamma AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma @@ -5231,12 +5231,12 @@ Weapon GC_Chem_TunnelDefenderRocketWeaponBeta MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -5260,12 +5260,12 @@ Weapon GC_Chem_TunnelDefenderRocketWeaponGamma MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -5289,12 +5289,12 @@ Weapon GC_Chem_TunnelDefenderRocketWeaponBetaAir MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -5317,12 +5317,12 @@ Weapon GC_Chem_TunnelDefenderRocketWeaponGammaAir MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -5343,11 +5343,11 @@ Weapon GC_Chem_GLARebelGunBeta PrimaryDamageRadius = 10.0 ; 20.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 ; 125.0 - MinimumAttackRange = 0 ; 20.0 + MinimumAttackRange = 0.0 ; 20.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded @@ -5367,11 +5367,11 @@ Weapon GC_Chem_GLARebelGunGamma PrimaryDamageRadius = 10.0 ; 20.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 ; 125.0 - MinimumAttackRange = 0 ; 20.0 + MinimumAttackRange = 0.0 ; 20.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma @@ -5391,14 +5391,14 @@ End Weapon Chem_TunnelNetworkGunBeta PrimaryDamage = 10.0 ; 20.0 - PrimaryDamageRadius = 10 ; 20.0 + PrimaryDamageRadius = 10.0 ; 20.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 160.0 - MinimumAttackRange = 0 ; 20.0 + MinimumAttackRange = 0.0 ; 20.0 DamageType = POISON DeathType = POISONED_BETA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded @@ -5419,11 +5419,11 @@ Weapon Chem_TunnelNetworkGunGamma PrimaryDamageRadius = 10.0 ; 20.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 160.0 - MinimumAttackRange = 0 ; 20.0 + MinimumAttackRange = 0.0 ; 20.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma @@ -5446,7 +5446,7 @@ Weapon Chem_LargePoisonFieldWeaponGamma MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -5463,7 +5463,7 @@ Weapon Chem_MediumPoisonFieldWeaponGamma MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = GC_Chem_WeaponFX_MediumPoisonFieldWeaponGamma ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -5480,7 +5480,7 @@ Weapon Chem_SmallPoisonFieldWeaponGamma MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = GC_Chem_WeaponFX_SmallPoisonFieldWeaponGamma ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -5499,8 +5499,8 @@ Weapon Chem_ToxinTruckGunGamma MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma @@ -5524,8 +5524,8 @@ Weapon Chem_ToxinTruckGunGammaPlusOne MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma @@ -5549,8 +5549,8 @@ Weapon Chem_ToxinTruckGunGammaPlusTwo MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma @@ -5613,7 +5613,7 @@ Weapon NapalmBombWeapon SecondaryDamageRadius = 30.0 DamageType = EXPLOSION ; since it creates OCL_FirestormSmall to do the flame damage DeathType = EXPLODED - WeaponSpeed = 10 ; dist/sec + WeaponSpeed = 10.0 ; dist/sec AttackRange = 10.0 MinimumAttackRange = 0.0 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -5634,9 +5634,9 @@ Weapon BlackNapalmBombWeapon SecondaryDamageRadius = 30.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 10 ; dist/sec + WeaponSpeed = 10.0 ; dist/sec AttackRange = 10.0 - MinimumAttackRange = 0 + MinimumAttackRange = 0.0 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AntiGround = YES @@ -5651,15 +5651,15 @@ End Weapon Chem_ToxinTruckSprayerGamma - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma @@ -5671,20 +5671,20 @@ Weapon Chem_ToxinTruckSprayerGamma ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End Weapon Chem_ToxinTruckSprayerGammaPlusOne - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma @@ -5696,20 +5696,20 @@ Weapon Chem_ToxinTruckSprayerGammaPlusOne ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End Weapon Chem_ToxinTruckSprayerGammaPlusTwo - PrimaryDamage = 0 + PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 SecondaryDamage = 4.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA - WeaponSpeed = 600 ; dist/sec - WeaponRecoil = 0 ; angle to deflect the model when firing + WeaponSpeed = 600.0 ; dist/sec + WeaponRecoil = 0.0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma @@ -5721,7 +5721,7 @@ Weapon Chem_ToxinTruckSprayerGammaPlusTwo ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating a PoisonField!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -5731,14 +5731,14 @@ Weapon RadarVanBogusWeapon AttackRange = 110.0 ; Needs to see farther and match its unit's sight range -- else Troop Crawlers will get slaughtered against tanks! DamageType = SMALL_ARMS DeathType = NORMAL - WeaponSpeed = 0 ; dist/sec + WeaponSpeed = 0.0 ; dist/sec ProjectileObject = NONE FireFX = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 + AcceptableAimDelta = 180.0 End @@ -5808,11 +5808,11 @@ Weapon MicrowaveTankEmitterWeapon PrimaryDamage = 8.0 PrimaryDamageRadius = 100.0 DamageDealtAtSelfPosition = YES - ; RadiusDamageAngle = 180 ; leaving field commented out in case anybody else wants to use it. It's a good field. + ; RadiusDamageAngle = 180.0 ; leaving field commented out in case anybody else wants to use it. It's a good field. AttackRange = 100.0 DamageType = MICROWAVE DeathType = BURNED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = FX_MicrowaveTankEmitter ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -5849,7 +5849,7 @@ Weapon ECMTankMissileJammer MinimumAttackRange = 10.0 DamageType = SUBDUAL_MISSILE DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 650 ; time between shots, msec FireFX = FX_ECMTankMissileJammerPulse @@ -5863,12 +5863,12 @@ Weapon BattleShipGunReal ScatterRadiusVsInfantry = 15.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 20000.0 MinimumAttackRange = 50.0 - MinTargetPitch = 45 ; we may not target anything outside of this pitch range - MaxTargetPitch = 80 ; ditto + MinTargetPitch = 45.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 80.0 ; ditto DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 500 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 500.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_BattleshipBogusGun FireSound = BattleshipWeapon @@ -5891,7 +5891,7 @@ Weapon NukeCannonNeutronWeapon MinimumAttackRange = 150.0 DamageType = EXPLOSION DeathType = NORMAL - WeaponSpeed = 200 ; dist/sec + WeaponSpeed = 200.0 ; dist/sec ProjectileObject = NeutronCannonShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon @@ -5941,14 +5941,14 @@ Weapon FireBaseHowitzerGun ScatterRadiusVsInfantry = 15.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 275.0 MinimumAttackRange = 50.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = EXPLOSION DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - MinWeaponSpeed = 75 + WeaponSpeed = 300.0 ; dist/sec + MinWeaponSpeed = 75.0 ScaleWeaponSpeed = YES ; Used for lob weapons, scales speed proportional to range ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -6093,12 +6093,12 @@ End ; THE BABY SISTER OF ALL EXPLOSIONS... SNEAK ATTACK INITIAL "SHOVE" Weapon SneakAttackShockwaveWeaponSmall - PrimaryDamage = 10 + PrimaryDamage = 10.0 PrimaryDamageRadius = 35.0 AttackRange = 30.0 - ShockWaveAmount = 10 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect - ShockWaveRadius = 10 ; should be no more than the primary/secondary damage radius, whichever is larger. + ShockWaveAmount = 10.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect + ShockWaveRadius = 10.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; 0.5 means at the shockwave edge, the shockwave amount is 50%. @@ -6114,12 +6114,12 @@ Weapon SneakAttackShockwaveWeaponSmall End Weapon SneakAttackShockwaveWeaponMedium - PrimaryDamage = 30 - PrimaryDamageRadius = 50 + PrimaryDamage = 30.0 + PrimaryDamageRadius = 50.0 AttackRange = 30.0 - ShockWaveAmount = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect - ShockWaveRadius = 30 ; should be no more than the primary/secondary damage radius, whichever is larger. + ShockWaveAmount = 30.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect + ShockWaveRadius = 30.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; means at the shockwave edge, the shockwave amount is 50%. @@ -6136,11 +6136,11 @@ End Weapon SneakAttackShockwaveWeaponBig - PrimaryDamage = 50 - PrimaryDamageRadius = 50 + PrimaryDamage = 50.0 + PrimaryDamageRadius = 50.0 AttackRange = 30.0 - ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect + ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; means at the shockwave edge, the shockwave amount is 50%. @@ -6166,12 +6166,12 @@ Weapon Tank_BattleMasterTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall @@ -6194,18 +6194,18 @@ End Weapon Tank_OverlordTankGun - PrimaryDamage = 80 ; 100.0 + PrimaryDamage = 80.0 ; 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -6344,12 +6344,12 @@ Weapon Lazr_CrusaderTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 99999 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 99999.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing LaserName = Lazr_CrusaderLaserBeam LaserBoneName = TurretMS01 FireFX = Lazr_WeaponFX_LaserCrusader @@ -6368,12 +6368,12 @@ Weapon Lazr_PaladinTankGun PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 99999 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 99999.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing LaserName = Lazr_PaladinLaserBeam LaserBoneName = TurretMS01 FireFX = Lazr_WeaponFX_LaserCrusader @@ -6405,7 +6405,7 @@ Weapon Lazr_PatriotMissileWeapon AntiAirborneInfantry = NO AntiGround = YES AntiBallisticMissile = NO - RequestAssistRange = 200 ; when I fire, my object will look around for things of + RequestAssistRange = 200.0 ; when I fire, my object will look around for things of ; its type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End @@ -6430,7 +6430,7 @@ Weapon Lazr_PatriotMissileWeaponAir AntiAirborneInfantry = YES AntiGround = NO AntiBallisticMissile = YES - RequestAssistRange = 200 ; when I fire, my object will look around for things of + RequestAssistRange = 200.0 ; when I fire, my object will look around for things of ; its type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End @@ -6507,12 +6507,12 @@ End Weapon GC_Chem_ScudStormWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 999999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 999999.0 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = GC_Chem_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile @@ -6523,14 +6523,14 @@ Weapon GC_Chem_ScudStormWeapon ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = YES - ScatterRadius = 0 ; changed to zero, unless you want to soften the results of the table below + ScatterRadius = 0.0 ; changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used, and then you'd get a different nine next clip. - ScatterTargetScalar = 120 ; replaces the ScatterRadius, above, for scaling this table, below + ScatterTargetScalar = 120.0 ; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X:0.000 Y:0.133 ScatterTarget = X:0.133 Y:-0.200 ScatterTarget = X:-0.067 Y:0.667 @@ -6543,7 +6543,7 @@ Weapon GC_Chem_ScudStormWeapon PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay for the first shot of each clip - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -6562,7 +6562,7 @@ Weapon Chem_ScudStormDamageWeaponGamma AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax FireOCL = OCL_PoisonFieldGammaLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS @@ -6585,7 +6585,7 @@ Weapon ListeningOutpostUpgradedDummyWeapon DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn + AcceptableAimDelta = 180.0 ; I'm not really shooting, my buddies are. So no need to turn AntiAirborneVehicle = YES AntiAirborneInfantry = NO AntiAirborneVehicle = YES @@ -6604,7 +6604,7 @@ Weapon BattleBusPassengerDummyWeapon DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn + AcceptableAimDelta = 180.0 ; I'm not really shooting, my buddies are. So no need to turn End @@ -6620,7 +6620,7 @@ Weapon Infa_ChinaVehicleTroopCrawlerDummyWeapon DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn + AcceptableAimDelta = 180.0 ; I'm not really shooting, my buddies are. So no need to turn AntiAirborneVehicle = YES AntiAirborneInfantry = NO AntiAirborneVehicle = YES @@ -6628,12 +6628,12 @@ End Weapon BunkerBusterShockwaveWeaponSmall - PrimaryDamage = 10 + PrimaryDamage = 10.0 PrimaryDamageRadius = 50.0 AttackRange = 30.0 - ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect - ShockWaveRadius = 50 ; should be no more than the primary/secondary damage radius, whichever is larger. + ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect + ShockWaveRadius = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.3 ; 0.3 means at the shockwave edge, the shockwave amount is 30%. @@ -6656,8 +6656,8 @@ Weapon Demo_DemoTrapDetonationWeapon SecondaryDamage = 500.0 SecondaryDamageRadius = 50.0 - ShockWaveAmount = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect - ShockWaveRadius = 50 ; should be no more than the primary/secondary damage radius, whichever is larger. + ShockWaveAmount = 30.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect + ShockWaveRadius = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.7 ; 0.3 means at the shockwave edge, the shockwave amount is 30%. DamageType = EXPLOSION @@ -6792,7 +6792,7 @@ Weapon AirF_PointDefenseLaser ; DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. AntiSmallMissile = YES AntiProjectile = NO LaserName = AirF_PointDefenseLaserBeam @@ -6805,12 +6805,12 @@ End Weapon CruiseMissileWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 99999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 99999.0 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = CruiseMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile @@ -6831,7 +6831,7 @@ Weapon Chem_StingerMissileWeaponBeta AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 750 ; ignored for projectile weapons + WeaponSpeed = 750.0 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust @@ -6858,7 +6858,7 @@ Weapon Chem_StingerMissileWeaponAirBeta AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust @@ -6883,7 +6883,7 @@ Weapon Chem_StingerMissileWeaponGamma AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 750 ; ignored for projectile weapons + WeaponSpeed = 750.0 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma @@ -6910,7 +6910,7 @@ Weapon Chem_StingerMissileWeaponAirGamma AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma @@ -6938,12 +6938,12 @@ Weapon Chem_TunnelDefenderRocketWeaponBeta MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -6967,12 +6967,12 @@ Weapon Chem_TunnelDefenderRocketWeaponGamma MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -6996,12 +6996,12 @@ Weapon Chem_TunnelDefenderRocketWeaponBetaAir MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -7024,12 +7024,12 @@ Weapon Chem_TunnelDefenderRocketWeaponGammaAir MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -7055,7 +7055,7 @@ Weapon Chem_ScorpionMissileWeapon MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -7087,7 +7087,7 @@ Weapon Chem_ScorpionMissileWeaponGamma MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -7115,12 +7115,12 @@ Weapon Chem_ScorpionTankGunPlusOne PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall @@ -7152,7 +7152,7 @@ Weapon Chem_ScorpionMissileWeaponPlusTwo MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -7181,12 +7181,12 @@ Weapon Chem_TunnelDefenderBikerRocketWeapon MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -7212,12 +7212,12 @@ Weapon Chem_TunnelDefenderBikerRocketWeaponGamma MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -7250,7 +7250,7 @@ Weapon Chem_TechnicalRPGWeapon ProjectileExhaust = InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -7270,10 +7270,10 @@ Weapon SupW_AuroraFuelBombWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 20.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast - AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. + AcceptableAimDelta = 45.0 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED - WeaponSpeed = 99999 + WeaponSpeed = 99999.0 ProjectileObject = SupW_AuroraFuelAirBomb ; FireFX = FX_AuroraBombLaunch @@ -7321,7 +7321,7 @@ Weapon SupW_PatriotMissileWeapon AttackRange = 275.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 1 ; locomotor specifies speed. + WeaponSpeed = 1.0 ; locomotor specifies speed. ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon @@ -7336,7 +7336,7 @@ Weapon SupW_PatriotMissileWeapon AntiGround = YES AntiBallisticMissile = NO ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation - RequestAssistRange = 200 ; when I fire, my object will look around for things of + RequestAssistRange = 200.0 ; when I fire, my object will look around for things of ; its type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid ProjectileCollidesWith = STRUCTURES @@ -7351,7 +7351,7 @@ Weapon SupW_PatriotMissileWeaponAir AttackRange = 400.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 400 + WeaponSpeed = 400.0 ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition @@ -7366,7 +7366,7 @@ Weapon SupW_PatriotMissileWeaponAir AntiGround = NO AntiBallisticMissile = YES ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation - RequestAssistRange = 200 ; when I fire, my object will look around for things of + RequestAssistRange = 200.0 ; when I fire, my object will look around for things of ; its type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid ProjectileCollidesWith = STRUCTURES @@ -7384,7 +7384,7 @@ Weapon SupW_PatriotMissileAssistWeapon AttackRange = 450.0 ; at least Regular's range + Regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition @@ -7409,7 +7409,7 @@ Weapon SupW_EMPBlast AttackRange = 450.0 ; at least Regular's range + Regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 1 ; ignored for projectile weapons + WeaponSpeed = 1.0 ; ignored for projectile weapons ProjectileObject = PatriotMissileEMPHelper RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 @@ -7431,7 +7431,7 @@ Weapon Nuke_NukeMissileWeapon FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec @@ -7458,10 +7458,10 @@ Weapon AirF_AuroraBombWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 4.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast - AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. + AcceptableAimDelta = 45.0 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED - WeaponSpeed = 99999 + WeaponSpeed = 99999.0 ProjectileObject = AirF_AuroraBomb ; FireFX = FX_AuroraBombLaunch ; ProjectileDetonationFX = FX_AuroraBombDetonate @@ -7491,7 +7491,7 @@ Weapon AirF_RaptorPointDefenseLaser ; DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. AntiSmallMissile = YES AntiProjectile = NO LaserName = AvengerPointDefenseLaserBeam @@ -7509,10 +7509,10 @@ Weapon AirF_RaptorJetMissileWeapon ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 100.0 - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DamageType = JET_MISSILES DeathType = EXPLODED - WeaponSpeed = 1000 + WeaponSpeed = 1000.0 ProjectileObject = RaptorJetMissile ProjectileExhaust = AirF_RaptorMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -7563,7 +7563,7 @@ Weapon Demo_ScudStormDamageWeapon AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 700 ; dist/sec + WeaponSpeed = 700.0 ; dist/sec FireFX = Demo_ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec @@ -7580,12 +7580,12 @@ End Weapon Demo_ScudStormWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 999999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 999999.0 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = Demo_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile @@ -7596,14 +7596,14 @@ Weapon Demo_ScudStormWeapon ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = YES - ScatterRadius = 0 ; changed to zero, unless you want to soften the results of the table below + ScatterRadius = 0.0 ; changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used, and then you'd get a different nine next clip. - ScatterTargetScalar = 120 ; replaces the ScatterRadius, above, for scaling this table, below + ScatterTargetScalar = 120.0 ; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X:0.000 Y:0.133 ScatterTarget = X:0.133 Y:-0.200 ScatterTarget = X:-0.067 Y:0.667 @@ -7616,7 +7616,7 @@ Weapon Demo_ScudStormWeapon PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay for the first shot of each clip - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. ProjectileCollidesWith = STRUCTURES End @@ -7631,7 +7631,7 @@ Weapon Nuke_SmallRadiationFieldWeapon MinimumAttackRange = 0.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -7673,12 +7673,12 @@ Weapon Nuke_BattleMasterTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = Nuke_BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall @@ -7750,18 +7750,18 @@ End Weapon Nuke_OverlordTankGun - PrimaryDamage = 80 ; 100.0 + PrimaryDamage = 80.0 ; 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 5 ; angle to deflect the model when firing + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 5.0 ; angle to deflect the model when firing ProjectileObject = Nuke_OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -7791,7 +7791,7 @@ Weapon SupW_PointDefenseDroneLaserWeapon DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. AntiSmallMissile = YES AntiProjectile = NO LaserName = SupW_PointDefenseDroneLaserBeam @@ -7807,7 +7807,7 @@ Weapon SupW_DefenseEmitterWeapon MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL - WeaponSpeed = 1000 ; dist/sec + WeaponSpeed = 1000.0 ; dist/sec ; FireFX = SupW_FX_DefenseEmitter ; This FXList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too @@ -7820,12 +7820,12 @@ End Weapon SupW_NeutronMissileWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 99999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 99999.0 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = SupW_NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile @@ -7842,12 +7842,12 @@ End Weapon Chem_ScudStormWeapon - PrimaryDamage = 0 ; not used for this weapon (it's "special") - PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") - AttackRange = 999999 ; not used for this weapon (it's "special") + PrimaryDamage = 0.0 ; not used for this weapon (it's "special") + PrimaryDamageRadius = 0.0 ; not used for this weapon (it's "special") + AttackRange = 999999.0 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED - WeaponSpeed = 99999 ; not used for this weapon (it's "special") + WeaponSpeed = 99999.0 ; not used for this weapon (it's "special") ProjectileObject = Chem_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile @@ -7858,14 +7858,14 @@ Weapon Chem_ScudStormWeapon ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = YES - ScatterRadius = 0 ; changed to zero, unless you want to soften the results of the table below + ScatterRadius = 0.0 ; changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used, and then you'd get a different nine next clip. - ScatterTargetScalar = 120 ; replaces the ScatterRadius, above, for scaling this table, below + ScatterTargetScalar = 120.0 ; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X:0.000 Y:0.133 ScatterTarget = X:0.133 Y:-0.200 ScatterTarget = X:-0.067 Y:0.667 @@ -7878,7 +7878,7 @@ Weapon Chem_ScudStormWeapon PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay for the first shot of each clip - AcceptableAimDelta = 180 ; Don't need to turn at all. + AcceptableAimDelta = 180.0 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -8037,7 +8037,7 @@ Weapon Nuke_MiGMissileWeapon FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR - AcceptableAimDelta = 30 + AcceptableAimDelta = 30.0 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec @@ -8063,13 +8063,13 @@ Weapon BuggyRocketREDWeapon MinimumAttackRange = 50.0 ; 150.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec @@ -8088,12 +8088,12 @@ Weapon REDMarauderTankGun PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 300 ; dist/sec - WeaponRecoil = 10 + WeaponSpeed = 300.0 ; dist/sec + WeaponRecoil = 10.0 ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -8117,12 +8117,12 @@ Weapon REDMarauderTankGunUpgradeOne PrimaryDamageRadius = 5.0 AttackRange = 170.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 400 ; dist/sec - WeaponRecoil = 10 ; angle to deflect the model when firing + WeaponSpeed = 400.0 ; dist/sec + WeaponRecoil = 10.0 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -8145,12 +8145,12 @@ Weapon REDMarauderTankGunUpgradeTwo PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 - MinTargetPitch = -15 ; we may not target anything outside of this pitch range - MaxTargetPitch = 15 ; ditto + MinTargetPitch = -15.0 ; we may not target anything outside of this pitch range + MaxTargetPitch = 15.0 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL - WeaponSpeed = 500 ; dist/sec - WeaponRecoil = 10 ; angle to deflect the model when firing + WeaponSpeed = 500.0 ; dist/sec + WeaponRecoil = 10.0 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer @@ -8178,7 +8178,7 @@ Weapon REDScorpionMissileWeapon MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -8208,7 +8208,7 @@ Weapon REDScorpionMissileWeaponPlusTwo MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust @@ -8337,12 +8337,12 @@ Weapon DEMO_TunnelDefenderBikerRocketWeapon MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec @@ -8366,12 +8366,12 @@ Weapon DemoTunnelDefenderRocketWeapon MinimumAttackRange = 5.0 ; Rockets take some distance to the target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED - WeaponSpeed = 600 ; ignored for projectile weapons + WeaponSpeed = 600.0 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly + ScatterRadius = 0.0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec diff --git a/GeneralsZH/Data/INI/Weather.ini b/GeneralsZH/Data/INI/Weather.ini index 3209ce5..f33dcfb 100644 --- a/GeneralsZH/Data/INI/Weather.ini +++ b/GeneralsZH/Data/INI/Weather.ini @@ -5,8 +5,8 @@ Weather SnowEnabled = NO ; enable/disable snow on the map. SnowTexture = ExSnowFlake.tga ; texture used for each snow particle. - SnowBoxDimensions = 200 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 200.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ; speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ; speed of side-to-side wave movement. SnowAmplitude = 5.0 ; amount of side-to-side movement. diff --git a/GeneralsZH/Maps/Bitter Winter/map.ini b/GeneralsZH/Maps/Bitter Winter/map.ini index 53020d9..628355e 100644 --- a/GeneralsZH/Maps/Bitter Winter/map.ini +++ b/GeneralsZH/Maps/Bitter Winter/map.ini @@ -39,8 +39,8 @@ End Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ; speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ; speed of side-to-side wave movement. SnowAmplitude = 4.0 ; amount of side-to-side movement. diff --git a/GeneralsZH/Maps/Eastern Everglades/map.ini b/GeneralsZH/Maps/Eastern Everglades/map.ini index 57eb2c7..3490cb7 100644 --- a/GeneralsZH/Maps/Eastern Everglades/map.ini +++ b/GeneralsZH/Maps/Eastern Everglades/map.ini @@ -2,11 +2,11 @@ Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = EXRainDrop.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. - SnowFrequencyScaleX = 1 ; speed of side-to-side wave movement. - SnowFrequencyScaleY = 1 ; speed of side-to-side wave movement. + SnowFrequencyScaleX = 1.0 ; speed of side-to-side wave movement. + SnowFrequencyScaleY = 1.0 ; speed of side-to-side wave movement. SnowAmplitude = 0.1 ; amount of side-to-side movement. SnowVelocity = 25.0 ; speed at which snow falls diff --git a/GeneralsZH/Maps/FloodedPlains/map.ini b/GeneralsZH/Maps/FloodedPlains/map.ini index ee9c049..99d63e5 100644 --- a/GeneralsZH/Maps/FloodedPlains/map.ini +++ b/GeneralsZH/Maps/FloodedPlains/map.ini @@ -2,11 +2,11 @@ Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = EXRainDrop.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. - SnowFrequencyScaleX = 1 ; speed of side-to-side wave movement. - SnowFrequencyScaleY = 1 ; speed of side-to-side wave movement. + SnowFrequencyScaleX = 1.0 ; speed of side-to-side wave movement. + SnowFrequencyScaleY = 1.0 ; speed of side-to-side wave movement. SnowAmplitude = 0.1 ; amount of side-to-side movement. SnowVelocity = 25.0 ; speed at which snow falls diff --git a/GeneralsZH/Maps/GC_ChinaBoss/map.ini b/GeneralsZH/Maps/GC_ChinaBoss/map.ini index 2624e31..80ac26d 100644 --- a/GeneralsZH/Maps/GC_ChinaBoss/map.ini +++ b/GeneralsZH/Maps/GC_ChinaBoss/map.ini @@ -1,7 +1,7 @@ Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ; texture used for each snow particle. - SnowBoxDimensions = 200 ; width/height of the box around the camera containing snow. + SnowBoxDimensions = 200.0 ; width/height of the box around the camera containing snow. SnowBoxDensity = 0.9 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ; speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ; speed of side-to-side wave movement. @@ -20,29 +20,29 @@ Weather End Object ChemicalBunker - ShroudRevealToAllRange = 100 + ShroudRevealToAllRange = 100.0 KindOf = STRUCTURE SELECTABLE IMMOBILE End Object SecretLab RemoveModule ModuleTag_03 - ShroudRevealToAllRange = 100 + ShroudRevealToAllRange = 100.0 End Object NuclearBunker - ShroudRevealToAllRange = 100 + ShroudRevealToAllRange = 100.0 End Object Boss_ParticleCannonUplink - ShroudRevealToAllRange = 0 + ShroudRevealToAllRange = 0.0 End Object Boss_NuclearMissileLauncher - ShroudRevealToAllRange = 0 + ShroudRevealToAllRange = 0.0 End Object Boss_ScudStorm - ShroudRevealToAllRange = 0 + ShroudRevealToAllRange = 0.0 End Object Boss_PowerPlant @@ -51,15 +51,15 @@ End Object AncientSoldierStatue01 Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End Object AncientSoldierStatue02 Shadow = SHADOW_DECAL - ShadowSizeX = 14 - ShadowSizeY = 14 + ShadowSizeX = 14.0 + ShadowSizeY = 14.0 ShadowTexture = ShadowI End @@ -133,22 +133,22 @@ End Locomotor CINE_USAHumveeLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 80 ; 120 ; in degrees/sec - TurnRateDamaged = 80 ; 120 ; in degrees/sec - Acceleration = 90 ; 60 ; in dist/(sec^2) - AccelerationDamaged = 80 ; 60 ; in dist/(sec^2) - Braking = 200 ; 60 ; in dist/(sec^2) - MinTurnSpeed = 45 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 80.0 ; 120 ; in degrees/sec + TurnRateDamaged = 80.0 ; 120 ; in degrees/sec + Acceleration = 90.0 ; 60 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; 60 ; in dist/(sec^2) + Braking = 200.0 ; 60 ; in dist/(sec^2) + MinTurnSpeed = 45.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = NO - AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 0.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 0.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.96 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -161,26 +161,26 @@ Locomotor CINE_USAHumveeLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End Locomotor CINE_TroopCrawlerLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 80 ; 90 ; in degrees/sec - TurnRateDamaged = 80 ; 60 ; in degrees/sec - Acceleration = 90 ; 400 ; in dist/(sec^2) - AccelerationDamaged = 80 ; 300 ; in dist/(sec^2) - Braking = 200 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 45 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 80.0 ; 90 ; in degrees/sec + TurnRateDamaged = 80.0 ; 60 ; in degrees/sec + Acceleration = 90.0 ; 400 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; 300 ; in dist/(sec^2) + Braking = 200.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 45.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -192,27 +192,27 @@ Locomotor CINE_TroopCrawlerLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 30 + FrontWheelTurnAngle = 30.0 ; How many degrees the front wheels can turn. End Locomotor CINE_QuadCannonLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 80 ; in degrees/sec - TurnRateDamaged = 80 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 200 ; in dist/(sec^2) - MinTurnSpeed = 45 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 80.0 ; in degrees/sec + TurnRateDamaged = 80.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 200.0 ; in dist/(sec^2) + MinTurnSpeed = 45.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; FOUR_WHEELS AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 100 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + BounceAmount = 100.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -224,7 +224,7 @@ Locomotor CINE_QuadCannonLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success ; CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success @@ -232,19 +232,19 @@ End Locomotor CINE_CrusaderLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 80 ; 90 ; in degrees/sec - TurnRateDamaged = 80 ; 60 ; in degrees/sec - Acceleration = 90 ; 240 ; 30 ; in dist/(sec^2) - AccelerationDamaged = 80 ; 120 ; in dist/(sec^2) - Braking = 50 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 80.0 ; 90 ; in degrees/sec + TurnRateDamaged = 80.0 ; 60 ; in degrees/sec + Acceleration = 90.0 ; 240 ; 30 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; 120 ; in dist/(sec^2) + Braking = 50.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -255,19 +255,19 @@ End Locomotor CINE_BattleMasterLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 80 ; 90 ; in degrees/sec - TurnRateDamaged = 80 ; 60 ; in degrees/sec - Acceleration = 90 ; 240 ; in dist/(sec^2) - AccelerationDamaged = 80 ; 180 ; in dist/(sec^2) - Braking = 50 ; 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 80.0 ; 90 ; in degrees/sec + TurnRateDamaged = 80.0 ; 60 ; in degrees/sec + Acceleration = 90.0 ; 240 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; 180 ; in dist/(sec^2) + Braking = 50.0 ; 50 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -278,19 +278,19 @@ End Locomotor CINE_ScorpionLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 80 ; in degrees/sec - TurnRateDamaged = 80 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 80.0 ; in degrees/sec + TurnRateDamaged = 80.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS - AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. + AccelerationPitchLimit = 5.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 5.0 ; Angle limit how far chassis will dip from deceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. diff --git a/GeneralsZH/Maps/GC_LaserGeneral/map.ini b/GeneralsZH/Maps/GC_LaserGeneral/map.ini index c7772d3..027d154 100644 --- a/GeneralsZH/Maps/GC_LaserGeneral/map.ini +++ b/GeneralsZH/Maps/GC_LaserGeneral/map.ini @@ -2,11 +2,11 @@ Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = EXRainDrop.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. - SnowFrequencyScaleX = 1 ; speed of side-to-side wave movement. - SnowFrequencyScaleY = 1 ; speed of side-to-side wave movement. + SnowFrequencyScaleX = 1.0 ; speed of side-to-side wave movement. + SnowFrequencyScaleY = 1.0 ; speed of side-to-side wave movement. SnowAmplitude = 0.1 ; amount of side-to-side movement. SnowVelocity = 25.0 ; speed at which snow falls diff --git a/GeneralsZH/Maps/GC_NukeGeneral/map.ini b/GeneralsZH/Maps/GC_NukeGeneral/map.ini index b27c249..f8cfc35 100644 --- a/GeneralsZH/Maps/GC_NukeGeneral/map.ini +++ b/GeneralsZH/Maps/GC_NukeGeneral/map.ini @@ -19,7 +19,7 @@ SpecialPower SuperweaponNeutronMissile End Object Nuke_ChinaNuclearMissileLauncher - ShroudRevealToAllRange = 0 + ShroudRevealToAllRange = 0.0 End diff --git a/GeneralsZH/Maps/Hovercraft/map.ini b/GeneralsZH/Maps/Hovercraft/map.ini index c4ee2b5..d8fe3d4 100644 --- a/GeneralsZH/Maps/Hovercraft/map.ini +++ b/GeneralsZH/Maps/Hovercraft/map.ini @@ -1,17 +1,17 @@ Locomotor SpeedBoatDemoLocomotor Surfaces = WATER - Speed = 155 ; in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 90 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 95 ; in dist/(sec^2) - AccelerationDamaged = 65 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. + Speed = 155.0 ; in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 90.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 95.0 ; in dist/(sec^2) + AccelerationDamaged = 65.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 4.0 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER @@ -29,17 +29,17 @@ End Locomotor BattleshipDemoLocomotor Surfaces = WATER - Speed = 30 ; in dist/sec - SpeedDamaged = 10 ; in dist/sec - TurnRate = 10 ; in degrees/sec - TurnRateDamaged = 10 ; in degrees/sec - Acceleration = 20 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Lift = 120 ; in dist/(sec^2) - LiftDamaged = 80 ; in dist/(sec^2) - Braking = 30 ; in dist/(sec^2) - MinTurnSpeed = 0 ; in dist/sec - PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. + Speed = 30.0 ; in dist/sec + SpeedDamaged = 10.0 ; in dist/sec + TurnRate = 10.0 ; in degrees/sec + TurnRateDamaged = 10.0 ; in degrees/sec + Acceleration = 20.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Lift = 120.0 ; in dist/(sec^2) + LiftDamaged = 80.0 ; in dist/(sec^2) + Braking = 30.0 ; in dist/(sec^2) + MinTurnSpeed = 0.0 ; in dist/sec + PreferredHeight = 4.0 ; at 1, 2, 3, the unit shakes from rounding. At 0, the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER diff --git a/GeneralsZH/Maps/Lights Out/map.ini b/GeneralsZH/Maps/Lights Out/map.ini index dd58abf..cfed992 100644 --- a/GeneralsZH/Maps/Lights Out/map.ini +++ b/GeneralsZH/Maps/Lights Out/map.ini @@ -5,8 +5,8 @@ Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ; speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ; speed of side-to-side wave movement. SnowAmplitude = 4.0 ; amount of side-to-side movement. diff --git a/GeneralsZH/Maps/MD_CHI01/map.ini b/GeneralsZH/Maps/MD_CHI01/map.ini index 54fb673..98d05c6 100644 --- a/GeneralsZH/Maps/MD_CHI01/map.ini +++ b/GeneralsZH/Maps/MD_CHI01/map.ini @@ -5,7 +5,7 @@ AIData StructureSeconds = 0.0 ; AI tries to build a new structure every N seconds. - TeamSeconds = 30 ; AI tries to build a new team every N seconds. + TeamSeconds = 30.0 ; AI tries to build a new team every N seconds. Wealthy = 12000 ; Number of resources for the AI to consider itself wealthy Poor = 2000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.0 ; (2 == twice as fast) Rate modifier for building structures when wealthy. diff --git a/GeneralsZH/Maps/MD_CHI02/map.ini b/GeneralsZH/Maps/MD_CHI02/map.ini index 32b7ec2..c25dbde 100644 --- a/GeneralsZH/Maps/MD_CHI02/map.ini +++ b/GeneralsZH/Maps/MD_CHI02/map.ini @@ -23,7 +23,7 @@ End AIData StructureSeconds = 0.0 ; AI tries to build a new structure every N seconds. - TeamSeconds = 60 ; AI tries to build a new team every N seconds. + TeamSeconds = 60.0 ; AI tries to build a new team every N seconds. Wealthy = 12000 ; Number of resources for the AI to consider itself wealthy Poor = 2000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.0 ; (2 == twice as fast) Rate modifier for building structures when wealthy. diff --git a/GeneralsZH/Maps/MD_CHI03/map.ini b/GeneralsZH/Maps/MD_CHI03/map.ini index 32c1a76..738c941 100644 --- a/GeneralsZH/Maps/MD_CHI03/map.ini +++ b/GeneralsZH/Maps/MD_CHI03/map.ini @@ -61,8 +61,8 @@ End ; PublicTimer = NO ; SharedSyncedTimer = YES ; ViewObjectDuration = 40000 -; ViewObjectRange = 250 -; RadiusCursorRadius = 100 +; ViewObjectRange = 250.0 +; RadiusCursorRadius = 100.0 ; End Object EnglishTVStatio diff --git a/GeneralsZH/Maps/MD_CHI05/map.ini b/GeneralsZH/Maps/MD_CHI05/map.ini index 57045c5..91fc724 100644 --- a/GeneralsZH/Maps/MD_CHI05/map.ini +++ b/GeneralsZH/Maps/MD_CHI05/map.ini @@ -15,13 +15,13 @@ CommandSet GC_Slth_GLAArmsDealerCommandSet_BikeVariant End Object GLAScudStorm - ShroudRevealToAllRange = 0 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudRevealToAllRange = 0.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! End Object AmericaParticleCannonUplink - ShroudRevealToAllRange = 0 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudRevealToAllRange = 0.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! End @@ -98,7 +98,7 @@ End Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ; texture used for each snow particle. - SnowBoxDimensions = 200 ; width/height of the box around the camera containing snow. + SnowBoxDimensions = 200.0 ; width/height of the box around the camera containing snow. SnowBoxDensity = 0.5 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ; speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ; speed of side-to-side wave movement. diff --git a/GeneralsZH/Maps/MD_CHI05_END/map.ini b/GeneralsZH/Maps/MD_CHI05_END/map.ini index 7750861..62363b1 100644 --- a/GeneralsZH/Maps/MD_CHI05_END/map.ini +++ b/GeneralsZH/Maps/MD_CHI05_END/map.ini @@ -25,16 +25,16 @@ CommandSet GC_Slth_GLAArmsDealerCommandSet_BikeVariant End Object GLAScudStorm - ShroudRevealToAllRange = 0 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudRevealToAllRange = 0.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! End Object AmericaParticleCannonUplink - ShroudRevealToAllRange = 0 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudRevealToAllRange = 0.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! End diff --git a/GeneralsZH/Maps/MD_GLA02/map.ini b/GeneralsZH/Maps/MD_GLA02/map.ini index 1ba5b82..894cf60 100644 --- a/GeneralsZH/Maps/MD_GLA02/map.ini +++ b/GeneralsZH/Maps/MD_GLA02/map.ini @@ -21,21 +21,21 @@ End ; Cinematic-only Locomotor CINE_RocketBuggyLocomotor Surfaces = GROUND - Speed = 45 ; in dist/sec - SpeedDamaged = 45 ; in dist/sec - TurnRate = 45 ; in degrees/sec - TurnRateDamaged = 45 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 200 ; in dist/(sec^2) - MinTurnSpeed = 45 ; in dist/sec + Speed = 45.0 ; in dist/sec + SpeedDamaged = 45.0 ; in dist/sec + TurnRate = 45.0 ; in degrees/sec + TurnRateDamaged = 45.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 200.0 ; in dist/(sec^2) + MinTurnSpeed = 45.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 20 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 100 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 1.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 20.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 100.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -47,7 +47,7 @@ Locomotor CINE_RocketBuggyLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End diff --git a/GeneralsZH/Maps/MD_GLA02_CINE/map.ini b/GeneralsZH/Maps/MD_GLA02_CINE/map.ini index c06023b..9ba3add 100644 --- a/GeneralsZH/Maps/MD_GLA02_CINE/map.ini +++ b/GeneralsZH/Maps/MD_GLA02_CINE/map.ini @@ -2,21 +2,21 @@ ; Cinematic-only Locomotor CINE_RocketBuggyLocomotor Surfaces = GROUND - Speed = 45 ; in dist/sec - SpeedDamaged = 45 ; in dist/sec - TurnRate = 45 ; in degrees/sec - TurnRateDamaged = 45 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 200 ; in dist/(sec^2) - MinTurnSpeed = 45 ; in dist/sec + Speed = 45.0 ; in dist/sec + SpeedDamaged = 45.0 ; in dist/sec + TurnRate = 45.0 ; in degrees/sec + TurnRateDamaged = 45.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 200.0 ; in dist/(sec^2) + MinTurnSpeed = 45.0 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 20 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 100 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 1.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 20.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 100.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -28,7 +28,7 @@ Locomotor CINE_RocketBuggyLocomotor CanMoveBackwards = YES ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 22.0 ; How many degrees the front wheels can turn. End diff --git a/GeneralsZH/Maps/MD_GLA03/map.ini b/GeneralsZH/Maps/MD_GLA03/map.ini index 2336668..fa70834 100644 --- a/GeneralsZH/Maps/MD_GLA03/map.ini +++ b/GeneralsZH/Maps/MD_GLA03/map.ini @@ -44,7 +44,7 @@ End ; Object AmericaVehicleComanche ; AddModule -; BuildTime = 10 +; BuildTime = 10.0 ; End ; End @@ -128,8 +128,8 @@ End ; PublicTimer = NO ; SharedSyncedTimer = YES ; ViewObjectDuration = 40000 -; ViewObjectRange = 250 -; RadiusCursorRadius = 100 +; ViewObjectRange = 250.0 +; RadiusCursorRadius = 100.0 ; End Object EnglishTVStatio diff --git a/GeneralsZH/Maps/MD_GLA03_CINE/map.ini b/GeneralsZH/Maps/MD_GLA03_CINE/map.ini index 1dfb2d7..d993e90 100644 --- a/GeneralsZH/Maps/MD_GLA03_CINE/map.ini +++ b/GeneralsZH/Maps/MD_GLA03_CINE/map.ini @@ -44,7 +44,7 @@ End Object AmericaVehicleComanche AddModule - BuildTime = 10 + BuildTime = 10.0 End End @@ -71,8 +71,8 @@ End ; PublicTimer = NO ; SharedSyncedTimer = YES ; ViewObjectDuration = 40000 -; ViewObjectRange = 250 -; RadiusCursorRadius = 100 +; ViewObjectRange = 250.0 +; RadiusCursorRadius = 100.0 ; End Object EnglishTVStatio diff --git a/GeneralsZH/Maps/MD_GLA03_END/map.ini b/GeneralsZH/Maps/MD_GLA03_END/map.ini index 1dfb2d7..d993e90 100644 --- a/GeneralsZH/Maps/MD_GLA03_END/map.ini +++ b/GeneralsZH/Maps/MD_GLA03_END/map.ini @@ -44,7 +44,7 @@ End Object AmericaVehicleComanche AddModule - BuildTime = 10 + BuildTime = 10.0 End End @@ -71,8 +71,8 @@ End ; PublicTimer = NO ; SharedSyncedTimer = YES ; ViewObjectDuration = 40000 -; ViewObjectRange = 250 -; RadiusCursorRadius = 100 +; ViewObjectRange = 250.0 +; RadiusCursorRadius = 100.0 ; End Object EnglishTVStatio diff --git a/GeneralsZH/Maps/MD_GLA04/map.ini b/GeneralsZH/Maps/MD_GLA04/map.ini index d013012..81f4a15 100644 --- a/GeneralsZH/Maps/MD_GLA04/map.ini +++ b/GeneralsZH/Maps/MD_GLA04/map.ini @@ -72,7 +72,7 @@ Object AmericaPatriotBattery End VisionRange = 100.0 ; Shroud-clearing distance AND targeting range - ShroudClearingRange = 100 + ShroudClearingRange = 100.0 End @@ -120,7 +120,7 @@ SpecialPower SpecialPowerRadarVanScan ReloadTime = 1 ; in milliseconds PublicTimer = NO InitiateAtLocationSound = RadarVanScan - RadiusCursorRadius = 150 ; align with System.ini's RadarVanPing's ShroudClearingRange + RadiusCursorRadius = 150.0 ; align with System.ini's RadarVanPing's ShroudClearingRange End Weapon HumveeGun @@ -129,7 +129,7 @@ Weapon HumveeGun AttackRange = 100.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers @@ -167,7 +167,7 @@ End ; Behavior = StealthUpdate ModuleTag_02_Override ; StealthDelay = 500 ; half-second delay before stealthy ; StealthForbiddenConditions = MOVING ; only stealthy while stationary -; MoveThresholdSpeed = 3 +; MoveThresholdSpeed = 3.0 ; InnateStealth = YES ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -241,12 +241,12 @@ End ; Object StoneWall02 ; KindOf = STRUCTURE IMMOBILE -; FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. -; FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. +; FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. +; FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; Geometry = BOX -; GeometryMajorRadius = 18 -; GeometryMinorRadius = 5 -; GeometryHeight = 10 +; GeometryMajorRadius = 18.0 +; GeometryMinorRadius = 5.0 +; GeometryHeight = 10.0 ; GeometryIsSmall = NO ; RemoveModule ModuleTag_03 @@ -256,11 +256,11 @@ End ; Object StoneWall01_Column ; KindOf = STRUCTURE IMMOBILE -; FenceWidth = 3 ; Spacing used by the fence tool in worldbuilder. -; FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. +; FenceWidth = 3.0 ; Spacing used by the fence tool in worldbuilder. +; FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. ; Geometry = BOX -; GeometryMajorRadius = 5 -; GeometryMinorRadius = 5 +; GeometryMajorRadius = 5.0 +; GeometryMinorRadius = 5.0 ; GeometryHeight = 10.0 ; GeometryIsSmall = NO @@ -271,8 +271,8 @@ End ; Object StoneWall01 ; KindOf = STRUCTURE IMMOBILE ; Geometry = BOX -; GeometryMajorRadius = 14 -; GeometryMinorRadius = 5 +; GeometryMajorRadius = 14.0 +; GeometryMinorRadius = 5.0 ; GeometryHeight = 10.0 ; GeometryIsSmall = NO ; Shadow = SHADOW_VOLUME diff --git a/GeneralsZH/Maps/MD_GLA04_INTRO/map.ini b/GeneralsZH/Maps/MD_GLA04_INTRO/map.ini index c67d532..34e3f64 100644 --- a/GeneralsZH/Maps/MD_GLA04_INTRO/map.ini +++ b/GeneralsZH/Maps/MD_GLA04_INTRO/map.ini @@ -40,7 +40,7 @@ SpecialPower SpecialPowerRadarVanScan ReloadTime = 1 ; in milliseconds PublicTimer = NO InitiateAtLocationSound = RadarVanScan - RadiusCursorRadius = 300 ; align with System.ini's RadarVanPing's ShroudClearingRange + RadiusCursorRadius = 300.0 ; align with System.ini's RadarVanPing's ShroudClearingRange End Weapon HumveeGun @@ -49,7 +49,7 @@ Weapon HumveeGun AttackRange = 100.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers @@ -87,7 +87,7 @@ End ; Behavior = StealthUpdate ModuleTag_02_Override ; StealthDelay = 500 ; half-second delay before stealthy ; StealthForbiddenConditions = MOVING ; only stealthy while stationary -; MoveThresholdSpeed = 3 +; MoveThresholdSpeed = 3.0 ; InnateStealth = YES ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -161,12 +161,12 @@ End Object StoneWall02 KindOf = STRUCTURE IMMOBILE - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 18 - GeometryMinorRadius = 5 - GeometryHeight = 10 + GeometryMajorRadius = 18.0 + GeometryMinorRadius = 5.0 + GeometryHeight = 10.0 GeometryIsSmall = NO RemoveModule ModuleTag_03 @@ -176,11 +176,11 @@ End Object StoneWall01_Column KindOf = STRUCTURE IMMOBILE - FenceWidth = 3 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 3.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 5 - GeometryMinorRadius = 5 + GeometryMajorRadius = 5.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = NO @@ -192,8 +192,8 @@ Object StoneWall01 KindOf = STRUCTURE IMMOBILE Geometry = BOX - GeometryMajorRadius = 14 - GeometryMinorRadius = 5 + GeometryMajorRadius = 14.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME diff --git a/GeneralsZH/Maps/MD_GLA04_Sound/map.ini b/GeneralsZH/Maps/MD_GLA04_Sound/map.ini index 13a6f90..0e48075 100644 --- a/GeneralsZH/Maps/MD_GLA04_Sound/map.ini +++ b/GeneralsZH/Maps/MD_GLA04_Sound/map.ini @@ -40,7 +40,7 @@ SpecialPower SpecialPowerRadarVanScan ReloadTime = 1 ; in milliseconds PublicTimer = NO InitiateAtLocationSound = RadarVanScan - RadiusCursorRadius = 300 ; align with System.ini's RadarVanPing's ShroudClearingRange + RadiusCursorRadius = 300.0 ; align with System.ini's RadarVanPing's ShroudClearingRange End Weapon HumveeGun @@ -49,7 +49,7 @@ Weapon HumveeGun AttackRange = 100.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers @@ -87,7 +87,7 @@ End ; Behavior = StealthUpdate ModuleTag_02_Override ; StealthDelay = 500 ; half-second delay before stealthy ; StealthForbiddenConditions = MOVING ; only stealthy while stationary -; MoveThresholdSpeed = 3 +; MoveThresholdSpeed = 3.0 ; InnateStealth = YES ; OrderIdleEnemiesToAttackMeUponReveal = YES ; End @@ -146,12 +146,12 @@ End Object StoneWall02 KindOf = STRUCTURE IMMOBILE - FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 30.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 18 - GeometryMinorRadius = 5 - GeometryHeight = 10 + GeometryMajorRadius = 18.0 + GeometryMinorRadius = 5.0 + GeometryHeight = 10.0 GeometryIsSmall = NO RemoveModule ModuleTag_03 @@ -161,11 +161,11 @@ End Object StoneWall01_Column KindOf = STRUCTURE IMMOBILE - FenceWidth = 3 ; Spacing used by the fence tool in worldbuilder. - FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. + FenceWidth = 3.0 ; Spacing used by the fence tool in worldbuilder. + FenceXOffset = 0.0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX - GeometryMajorRadius = 5 - GeometryMinorRadius = 5 + GeometryMajorRadius = 5.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = NO @@ -177,8 +177,8 @@ Object StoneWall01 KindOf = STRUCTURE IMMOBILE Geometry = BOX - GeometryMajorRadius = 14 - GeometryMinorRadius = 5 + GeometryMajorRadius = 14.0 + GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME diff --git a/GeneralsZH/Maps/MD_GLA05/map.ini b/GeneralsZH/Maps/MD_GLA05/map.ini index 7551ca6..ca2b6e2 100644 --- a/GeneralsZH/Maps/MD_GLA05/map.ini +++ b/GeneralsZH/Maps/MD_GLA05/map.ini @@ -1,6 +1,6 @@ AIData StructureSeconds = 10.0 - TeamSeconds = 50 ; AI tries to build a new team every N seconds. + TeamSeconds = 50.0 ; AI tries to build a new team every N seconds. Wealthy = 45000 ; Number of resources for the AI to consider itself wealthy Poor = 5000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.5 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -99,20 +99,20 @@ End Locomotor LimoLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 30 ; in dist/(sec^2) - AccelerationDamaged = 30 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 40 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 30.0 ; in dist/(sec^2) + AccelerationDamaged = 30.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 40.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -131,20 +131,20 @@ End Locomotor BasicCarLocomotor Surfaces = GROUND - Speed = 50 ; in dist/sec - SpeedDamaged = 50 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 20 ; in dist/(sec^2) - AccelerationDamaged = 20 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 30 ; in dist/sec + Speed = 50.0 ; in dist/sec + SpeedDamaged = 50.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 20.0 ; in dist/(sec^2) + AccelerationDamaged = 20.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 30.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -154,11 +154,11 @@ Locomotor BasicCarLocomotor End Locomotor CINE_BasicCarLocomotor - Speed = 145 - SpeedDamaged = 140 - Acceleration = 70 - AccelerationDamaged = 70 - AccelerationPitchLimit = 7 ; Angle limit how far chassis will lift or roll from acceleration. + Speed = 145.0 + SpeedDamaged = 140.0 + Acceleration = 70.0 + AccelerationDamaged = 70.0 + AccelerationPitchLimit = 7.0 ; Angle limit how far chassis will lift or roll from acceleration. LateralAccelerationRollFactor = 0.7 ; How much cornering will cause the chassis to roll. End @@ -360,8 +360,8 @@ Object AmericaStrategyCenter End Object AmericaParticleCannonUplink - ShroudRevealToAllRange = 0 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudRevealToAllRange = 0.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! End Object ChinaInternetCenter diff --git a/GeneralsZH/Maps/MD_USA01/map.ini b/GeneralsZH/Maps/MD_USA01/map.ini index 4ad0ed1..637a01e 100644 --- a/GeneralsZH/Maps/MD_USA01/map.ini +++ b/GeneralsZH/Maps/MD_USA01/map.ini @@ -11,31 +11,31 @@ End Locomotor B3Locomotor Surfaces = AIR - Speed = 200 ; in dist/sec - SpeedDamaged = 180 ; in dist/sec - ; MinSpeed = 120 ; in dist/sec + Speed = 200.0 ; in dist/sec + SpeedDamaged = 180.0 ; in dist/sec + ; MinSpeed = 120.0 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) - MinSpeed = 60 ; in dist/sec - TurnRate = 160 ; in degrees/sec - TurnRateDamaged = 90 ; in degrees/sec - Acceleration = 180 ; in dist/(sec^2) - AccelerationDamaged = 120 ; in dist/(sec^2) - Lift = 400 ; in dist/(sec^2) ; was 240 - LiftDamaged = 280 ; in dist/(sec^2) - Braking = 10 ; in dist/(sec^2) - MinTurnSpeed = 100 ; in dist/sec - PreferredHeight = 100 ; was 100 + MinSpeed = 60.0 ; in dist/sec + TurnRate = 160.0 ; in degrees/sec + TurnRateDamaged = 90.0 ; in degrees/sec + Acceleration = 180.0 ; in dist/(sec^2) + AccelerationDamaged = 120.0 ; in dist/(sec^2) + Lift = 400.0 ; in dist/(sec^2) ; was 240 + LiftDamaged = 280.0 ; in dist/(sec^2) + Braking = 10.0 ; in dist/(sec^2) + MinTurnSpeed = 100.0 ; in dist/sec + PreferredHeight = 100.0 ; was 100 AllowAirborneMotiveForce = YES ZAxisBehavior = SURFACE_RELATIVE_HEIGHT - PreferredHeightDamping = 0 - CirclingRadius = 150 ; the radius at which we circle when we are trying to maintain position. + PreferredHeightDamping = 0.0 + CirclingRadius = 150.0 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0 == none, 1 == lots (0 == default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.9 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.8 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip + ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = YES AirborneTargetingHeight = 30 @@ -48,15 +48,15 @@ ObjectCreationList SUPERWEAPON_Paradrop1 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 150 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 5 Payload = AmericaInfantryMissileDefender 5 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -269,63 +269,63 @@ End Locomotor CINE_CombatBikeGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 200 ; (was 120) in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 240 ; in degrees/sec - TurnRateDamaged = 240 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 200.0 ; (was 120) in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 240.0 ; in degrees/sec + TurnRateDamaged = 240.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 10 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 200 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 10.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 200.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; was 0.05 stiffness of the "springs" in the suspension - side to side. - PitchDamping = 1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - RollDamping = 1 ; was 0.1 How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchDamping = 1.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + RollDamping = 1.0 ; was 0.1 How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. ForwardAccelerationPitchFactor = 0.7 ; How much acceleration will cause the front to lift, or dip for stops. - LateralAccelerationRollFactor = 1 ; was 0.6 How much cornering will cause the chassis to roll. + LateralAccelerationRollFactor = 1.0 ; was 0.6 How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 35.0 ; How many degrees the front wheels can turn. End Locomotor CINE_CombatBikeCliffLocomotor Surfaces = CLIFF - Speed = 200 ; (was 120) in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 240 ; in degrees/sec - TurnRateDamaged = 240 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 200.0 ; (was 120) in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 240.0 ; in degrees/sec + TurnRateDamaged = 240.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 10 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 200 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 10.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 200.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; was 0.05 stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. ForwardAccelerationPitchFactor = 0.7 ; How much acceleration will cause the front to lift, or dip for stops. - LateralAccelerationRollFactor = 1 ; was 0.6 How much cornering will cause the chassis to roll. + LateralAccelerationRollFactor = 1.0 ; was 0.6 How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 35.0 ; How many degrees the front wheels can turn. End @@ -333,12 +333,12 @@ Object BaikonurRocketDetonation ReplaceModule ModuleTag_08 Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08_Override DestructionDelay = 3501 - ScorchMarkSize = 1 + ScorchMarkSize = 1.0 FXList = FX_BaikonurNuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -347,8 +347,8 @@ Object BaikonurRocketDetonation Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -357,8 +357,8 @@ Object BaikonurRocketDetonation Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -367,8 +367,8 @@ Object BaikonurRocketDetonation Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -377,8 +377,8 @@ Object BaikonurRocketDetonation Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -387,8 +387,8 @@ Object BaikonurRocketDetonation Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 0.0 ; damage within inner radius of the blast @@ -397,18 +397,18 @@ Object BaikonurRocketDetonation Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage diff --git a/GeneralsZH/Maps/MD_USA01_CINE/map.ini b/GeneralsZH/Maps/MD_USA01_CINE/map.ini index 3a5c1b0..c477c6a 100644 --- a/GeneralsZH/Maps/MD_USA01_CINE/map.ini +++ b/GeneralsZH/Maps/MD_USA01_CINE/map.ini @@ -4,15 +4,15 @@ ObjectCreationList SUPERWEAPON_Paradrop1 StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 150 ; time between each dropped item (if more than one) ParachuteDirectly = YES ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 5 Payload = AmericaInfantryMissileDefender 5 - DeliveryDistance = 0 ; When outbound, the vehicle must be this close to target to continue delivery - PreOpenDistance = 300 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery - DeliveryDecalRadius = 50 + DeliveryDistance = 0.0 ; When outbound, the vehicle must be this close to target to continue delivery + PreOpenDistance = 300.0 ; When inbound, the vehicle can be this much farther than DeliveryDistance to begin delivery + DeliveryDecalRadius = 50.0 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL @@ -224,63 +224,63 @@ End Locomotor CINE_CombatBikeGroundLocomotor Surfaces = GROUND RUBBLE - Speed = 200 ; (was 120) in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 240 ; in degrees/sec - TurnRateDamaged = 240 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 200.0 ; (was 120) in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 240.0 ; in degrees/sec + TurnRateDamaged = 240.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 10 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 200 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 10.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 200.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; was 0.05 stiffness of the "springs" in the suspension - side to side. - PitchDamping = 1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. - RollDamping = 1 ; was 0.1 How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + PitchDamping = 1.0 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. + RollDamping = 1.0 ; was 0.1 How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. ForwardAccelerationPitchFactor = 0.7 ; How much acceleration will cause the front to lift, or dip for stops. - LateralAccelerationRollFactor = 1 ; was 0.6 How much cornering will cause the chassis to roll. + LateralAccelerationRollFactor = 1.0 ; was 0.6 How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 35.0 ; How many degrees the front wheels can turn. End Locomotor CINE_CombatBikeCliffLocomotor Surfaces = CLIFF - Speed = 200 ; (was 120) in dist/sec - SpeedDamaged = 90 ; in dist/sec - TurnRate = 240 ; in degrees/sec - TurnRateDamaged = 240 ; in degrees/sec - Acceleration = 90 ; in dist/(sec^2) - AccelerationDamaged = 80 ; in dist/(sec^2) - Braking = 60 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 200.0 ; (was 120) in dist/sec + SpeedDamaged = 90.0 ; in dist/sec + TurnRate = 240.0 ; in degrees/sec + TurnRateDamaged = 240.0 ; in degrees/sec + Acceleration = 90.0 ; in dist/(sec^2) + AccelerationDamaged = 80.0 ; in dist/(sec^2) + Braking = 60.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 10 ; Angle limit how far chassis will lift or roll from acceleration. - BounceAmount = 200 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 10.0 ; Angle limit how far chassis will lift or roll from acceleration. + BounceAmount = 200.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.1 ; was 0.05 stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. RollDamping = 0.1 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. ForwardAccelerationPitchFactor = 0.7 ; How much acceleration will cause the front to lift, or dip for stops. - LateralAccelerationRollFactor = 1 ; was 0.6 How much cornering will cause the chassis to roll. + LateralAccelerationRollFactor = 1.0 ; was 0.6 How much cornering will cause the chassis to roll. HasSuspension = YES ; Calculate 4-wheel-independent suspension info. CanMoveBackwards = NO ; Can move backwards. MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. - FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. + FrontWheelTurnAngle = 35.0 ; How many degrees the front wheels can turn. End @@ -288,12 +288,12 @@ Object BaikonurRocketDetonation ReplaceModule ModuleTag_08 Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08_Override DestructionDelay = 3501 - ScorchMarkSize = 1 + ScorchMarkSize = 1.0 FXList = FX_BaikonurNuke Blast1Enabled = YES - Blast1Delay = 580 ; in milliseconds - Blast1ScorchDelay = 100 ; in milliseconds + Blast1Delay = 580.0 ; in milliseconds + Blast1ScorchDelay = 100.0 ; in milliseconds Blast1InnerRadius = 60.0 ; objects inside this get the full damage Blast1OuterRadius = 60.0 ; objects inside this get some of the full damage Blast1MaxDamage = 0.0 ; damage within inner radius of the blast @@ -302,8 +302,8 @@ Object BaikonurRocketDetonation Blast1PushForce = 10.0 ; higher #'s push more Blast2Enabled = YES - Blast2Delay = 660 ; in milliseconds - Blast2ScorchDelay = 180 ; in milliseconds + Blast2Delay = 660.0 ; in milliseconds + Blast2ScorchDelay = 180.0 ; in milliseconds Blast2InnerRadius = 90.0 ; objects inside this get the full damage Blast2OuterRadius = 90.0 ; objects inside this get some of the full damage Blast2MaxDamage = 0.0 ; damage within inner radius of the blast @@ -312,8 +312,8 @@ Object BaikonurRocketDetonation Blast2PushForce = 8.0 ; higher #'s push more Blast3Enabled = YES - Blast3Delay = 720 ; in milliseconds - Blast3ScorchDelay = 260 ; in milliseconds + Blast3Delay = 720.0 ; in milliseconds + Blast3ScorchDelay = 260.0 ; in milliseconds Blast3InnerRadius = 120.0 ; objects inside this get the full damage Blast3OuterRadius = 120.0 ; objects inside this get some of the full damage Blast3MaxDamage = 0.0 ; damage within inner radius of the blast @@ -322,8 +322,8 @@ Object BaikonurRocketDetonation Blast3PushForce = 6.0 ; higher #'s push more Blast4Enabled = YES - Blast4Delay = 850 ; in milliseconds - Blast4ScorchDelay = 340 ; in milliseconds + Blast4Delay = 850.0 ; in milliseconds + Blast4ScorchDelay = 340.0 ; in milliseconds Blast4InnerRadius = 150.0 ; objects inside this get the full damage Blast4OuterRadius = 150.0 ; objects inside this get some of the full damage Blast4MaxDamage = 0.0 ; damage within inner radius of the blast @@ -332,8 +332,8 @@ Object BaikonurRocketDetonation Blast4PushForce = 6.0 ; higher #'s push more Blast5Enabled = YES - Blast5Delay = 1000 ; in milliseconds - Blast5ScorchDelay = 420 ; in milliseconds + Blast5Delay = 1000.0 ; in milliseconds + Blast5ScorchDelay = 420.0 ; in milliseconds Blast5InnerRadius = 180.0 ; objects inside this get the full damage Blast5OuterRadius = 180.0 ; objects inside this get some of the full damage Blast5MaxDamage = 0.0 ; damage within inner radius of the blast @@ -342,8 +342,8 @@ Object BaikonurRocketDetonation Blast5PushForce = 6.0 ; higher #'s push more Blast6Enabled = YES - Blast6Delay = 1180 ; in milliseconds - Blast6ScorchDelay = 500 ; in milliseconds + Blast6Delay = 1180.0 ; in milliseconds + Blast6ScorchDelay = 500.0 ; in milliseconds Blast6InnerRadius = 60.0 ; objects inside this get the full damage Blast6OuterRadius = 210.0 ; objects inside this get some of the full damage Blast6MaxDamage = 0.0 ; damage within inner radius of the blast @@ -352,18 +352,18 @@ Object BaikonurRocketDetonation Blast6PushForce = 4.0 ; higher #'s push more Blast7Enabled = YES - Blast7Delay = 999999 ; in milliseconds, don't do the damage wave - Blast7ScorchDelay = 620 ; in milliseconds + Blast7Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast7ScorchDelay = 620.0 ; in milliseconds Blast7OuterRadius = 210.0 ; objects inside this get some of the full damage Blast8Enabled = YES - Blast8Delay = 999999 ; in milliseconds, don't do the damage wave - Blast8ScorchDelay = 700 ; in milliseconds + Blast8Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast8ScorchDelay = 700.0 ; in milliseconds Blast8OuterRadius = 210.0 ; objects inside this get some of the full damage Blast9Enabled = YES - Blast9Delay = 999999 ; in milliseconds, don't do the damage wave - Blast9ScorchDelay = 800 ; in milliseconds + Blast9Delay = 999999.0 ; in milliseconds, don't do the damage wave + Blast9ScorchDelay = 800.0 ; in milliseconds Blast9OuterRadius = 210.0 ; objects inside this get some of the full damage diff --git a/GeneralsZH/Maps/MD_USA02/map.ini b/GeneralsZH/Maps/MD_USA02/map.ini index 5275a8c..2a3ccd3 100644 --- a/GeneralsZH/Maps/MD_USA02/map.ini +++ b/GeneralsZH/Maps/MD_USA02/map.ini @@ -131,12 +131,12 @@ ObjectCreationList SuperweaponCrateDrop StartAtPreferredHeight = YES StartAtMaxSpeed = YES MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-5 + DropOffset = X:0.0 Y:0.0 Z:-5.0 DropDelay = 300 ; 500 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute Payload = 200DollarCrate 10 - DeliveryDistance = 250 - DeliveryDecalRadius = 0 + DeliveryDistance = 250.0 + DeliveryDecalRadius = 0.0 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL @@ -177,21 +177,21 @@ End Locomotor BasicCarLocomotor Surfaces = GROUND - Speed = 40 ; in dist/sec - SpeedDamaged = 40 ; in dist/sec - TurnRate = 120 ; in degrees/sec - TurnRateDamaged = 120 ; in degrees/sec - Acceleration = 15 ; in dist/(sec^2) - AccelerationDamaged = 10 ; in dist/(sec^2) - Braking = 50 ; in dist/(sec^2) - MinTurnSpeed = 20 ; in dist/sec + Speed = 40.0 ; in dist/sec + SpeedDamaged = 40.0 ; in dist/sec + TurnRate = 120.0 ; in degrees/sec + TurnRateDamaged = 120.0 ; in degrees/sec + Acceleration = 15.0 ; in dist/(sec^2) + AccelerationDamaged = 10.0 ; in dist/(sec^2) + Braking = 50.0 ; in dist/(sec^2) + MinTurnSpeed = 20.0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 == rear, 0.0 == center, 1.0 == front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS - AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. - DecelerationPitchLimit = 6 ; Angle limit how far chassis will dip or roll from acceleration. - BounceAmount = 0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. + AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. + DecelerationPitchLimit = 6.0 ; Angle limit how far chassis will dip or roll from acceleration. + BounceAmount = 0.0 ; simulates hitting random rocks. 0 == smooth pavement, 200 == bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension - forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension - side to side. PitchDamping = 0.5 ; How fast it damps. 0 == perfect spring, bounces forever. 1 == glued to terrain. @@ -205,10 +205,10 @@ Object AmericaJetCargoPlane Behavior = DeliverPayloadAIUpdate ModuleTag_09_Override DoorDelay = 500 MaxAttempts = 4 - DropOffset = X:0 Y:0 Z:-10 + DropOffset = X:0.0 Y:0.0 Z:-10.0 DropDelay = 250 ; time between each dropped item (if more than one) PutInContainer = AmericaParachute - DeliveryDistance = 250 + DeliveryDistance = 250.0 End End Locomotor = SET_NORMAL B52Locomotor diff --git a/GeneralsZH/Maps/MD_USA03/map.ini b/GeneralsZH/Maps/MD_USA03/map.ini index 669a68f..2780ffb 100644 --- a/GeneralsZH/Maps/MD_USA03/map.ini +++ b/GeneralsZH/Maps/MD_USA03/map.ini @@ -73,7 +73,7 @@ End AIData StructureSeconds = 10.0 - TeamSeconds = 45 ; AI tries to build a new team every N seconds. + TeamSeconds = 45.0 ; AI tries to build a new team every N seconds. Wealthy = 35000 ; Number of resources for the AI to consider itself wealthy Poor = 5000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.5 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -182,8 +182,8 @@ End Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ; speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ; speed of side-to-side wave movement. SnowAmplitude = 4.0 ; amount of side-to-side movement. diff --git a/GeneralsZH/Maps/MD_USA03_END/map.ini b/GeneralsZH/Maps/MD_USA03_END/map.ini index badccf4..ef4710c 100644 --- a/GeneralsZH/Maps/MD_USA03_END/map.ini +++ b/GeneralsZH/Maps/MD_USA03_END/map.ini @@ -59,7 +59,7 @@ End AIData StructureSeconds = 10.0 - TeamSeconds = 45 ; AI tries to build a new team every N seconds. + TeamSeconds = 45.0 ; AI tries to build a new team every N seconds. Wealthy = 35000 ; Number of resources for the AI to consider itself wealthy Poor = 5000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.5 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -328,8 +328,8 @@ End Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 4 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 4.0 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ; speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ; speed of side-to-side wave movement. SnowAmplitude = 4.0 ; amount of side-to-side movement. diff --git a/GeneralsZH/Maps/MD_USA03_END1/map.ini b/GeneralsZH/Maps/MD_USA03_END1/map.ini index 8c43177..713dfff 100644 --- a/GeneralsZH/Maps/MD_USA03_END1/map.ini +++ b/GeneralsZH/Maps/MD_USA03_END1/map.ini @@ -59,7 +59,7 @@ End AIData StructureSeconds = 10.0 - TeamSeconds = 45 ; AI tries to build a new team every N seconds. + TeamSeconds = 45.0 ; AI tries to build a new team every N seconds. Wealthy = 35000 ; Number of resources for the AI to consider itself wealthy Poor = 5000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.5 ; (2 == twice as fast) Rate modifier for building structures when wealthy. @@ -328,8 +328,8 @@ End Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 2 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 2.0 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ; speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ; speed of side-to-side wave movement. SnowAmplitude = 4.0 ; amount of side-to-side movement. diff --git a/GeneralsZH/Maps/MD_USA03_Intro/map.ini b/GeneralsZH/Maps/MD_USA03_Intro/map.ini index 4667a03..d409901 100644 --- a/GeneralsZH/Maps/MD_USA03_Intro/map.ini +++ b/GeneralsZH/Maps/MD_USA03_Intro/map.ini @@ -22,7 +22,7 @@ End AIData StructureSeconds = 10.0 - TeamSeconds = 60 ; AI tries to build a new team every N seconds. + TeamSeconds = 60.0 ; AI tries to build a new team every N seconds. Wealthy = 35000 ; Number of resources for the AI to consider itself wealthy Poor = 5000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 1.5 ; (2 == twice as fast) Rate modifier for building structures when wealthy. diff --git a/GeneralsZH/Maps/MD_USA04/map.ini b/GeneralsZH/Maps/MD_USA04/map.ini index 84d99c4..738853a 100644 --- a/GeneralsZH/Maps/MD_USA04/map.ini +++ b/GeneralsZH/Maps/MD_USA04/map.ini @@ -58,8 +58,8 @@ End ; JDG 8/10 removing auto-reveal from SCUD Storm Object GLAScudStorm - ShroudRevealToAllRange = 0 ; Reveals shroud to all players at a specific amount which can be different. - ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! + ShroudRevealToAllRange = 0.0 ; Reveals shroud to all players at a specific amount which can be different. + ; Using the same value? Then use KINDOF_REVEAL_TO_ALL instead! End Weapon ScudStormDamageWeapon @@ -70,7 +70,7 @@ Weapon ScudStormDamageWeapon AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED - WeaponSpeed = 600 ; dist/sec + WeaponSpeed = 600.0 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS diff --git a/GeneralsZH/Maps/Rocky Rampage/map.ini b/GeneralsZH/Maps/Rocky Rampage/map.ini index 57eb2c7..3490cb7 100644 --- a/GeneralsZH/Maps/Rocky Rampage/map.ini +++ b/GeneralsZH/Maps/Rocky Rampage/map.ini @@ -2,11 +2,11 @@ Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = EXRainDrop.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. - SnowFrequencyScaleX = 1 ; speed of side-to-side wave movement. - SnowFrequencyScaleY = 1 ; speed of side-to-side wave movement. + SnowFrequencyScaleX = 1.0 ; speed of side-to-side wave movement. + SnowFrequencyScaleY = 1.0 ; speed of side-to-side wave movement. SnowAmplitude = 0.1 ; amount of side-to-side movement. SnowVelocity = 25.0 ; speed at which snow falls diff --git a/GeneralsZH/Maps/Winding River/map.ini b/GeneralsZH/Maps/Winding River/map.ini index 57eb2c7..3490cb7 100644 --- a/GeneralsZH/Maps/Winding River/map.ini +++ b/GeneralsZH/Maps/Winding River/map.ini @@ -2,11 +2,11 @@ Weather SnowEnabled = YES ; enable/disable snow on the map. SnowTexture = EXRainDrop.tga ; texture used for each snow particle. - SnowBoxDimensions = 100 ; width/height of the box around the camera containing snow. - SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count. + SnowBoxDimensions = 100.0 ; width/height of the box around the camera containing snow. + SnowBoxDensity = 1.0 ; amount of snow particles per world-unit. Raise to increase particle count. - SnowFrequencyScaleX = 1 ; speed of side-to-side wave movement. - SnowFrequencyScaleY = 1 ; speed of side-to-side wave movement. + SnowFrequencyScaleX = 1.0 ; speed of side-to-side wave movement. + SnowFrequencyScaleY = 1.0 ; speed of side-to-side wave movement. SnowAmplitude = 0.1 ; amount of side-to-side movement. SnowVelocity = 25.0 ; speed at which snow falls From 1a0e589aea3409b673cd1615ff1eba124369a595 Mon Sep 17 00:00:00 2001 From: Stubbjax Date: Sat, 25 Apr 2026 23:04:53 +1000 Subject: [PATCH 3/5] style: Apply consistent format to percentage values --- Generals/Data/INI/Armor.ini | 666 ++--- Generals/Data/INI/AudioSettings.ini | 18 +- Generals/Data/INI/Crate.ini | 6 +- Generals/Data/INI/Default/SoundEffects.ini | 4 +- Generals/Data/INI/Default/Speech.ini | 2 +- Generals/Data/INI/DrawGroupInfo.ini | 2 +- Generals/Data/INI/FXList.ini | 10 +- Generals/Data/INI/GameData.ini | 56 +- Generals/Data/INI/InGameUI.ini | 96 +- Generals/Data/INI/Mouse.ini | 2 +- Generals/Data/INI/Music.ini | 2 +- Generals/Data/INI/Object/CivilianBuilding.ini | 2 +- Generals/Data/INI/Object/CivilianProp.ini | 60 +- Generals/Data/INI/Object/CivilianUnit.ini | 34 +- Generals/Data/INI/Object/FactionBuilding.ini | 14 +- Generals/Data/INI/Object/FactionUnit.ini | 182 +- Generals/Data/INI/Object/NatureProp.ini | 2 +- Generals/Data/INI/Object/System.ini | 4 +- Generals/Data/INI/ObjectCreationList.ini | 76 +- Generals/Data/INI/SoundEffects.ini | 1920 +++++++------- Generals/Data/INI/Speech.ini | 238 +- Generals/Data/INI/Voice.ini | 1570 ++++++------ Generals/Data/INI/Weapon.ini | 106 +- Generals/Maps/CHI01/map.ini | 2 +- Generals/Maps/CHI03/map.ini | 6 +- Generals/Maps/CHI04/map.ini | 18 +- Generals/Maps/CHI05/map.ini | 2 +- Generals/Maps/GLA02/map.ini | 4 +- Generals/Maps/GLA04/map.ini | 16 +- GeneralsZH/Data/INI/Armor.ini | 1826 ++++++------- GeneralsZH/Data/INI/AudioSettings.ini | 18 +- GeneralsZH/Data/INI/Crate.ini | 6 +- GeneralsZH/Data/INI/Default/SoundEffects.ini | 4 +- GeneralsZH/Data/INI/Default/Speech.ini | 2 +- GeneralsZH/Data/INI/DrawGroupInfo.ini | 2 +- GeneralsZH/Data/INI/FXList.ini | 10 +- GeneralsZH/Data/INI/GameData.ini | 70 +- GeneralsZH/Data/INI/InGameUI.ini | 116 +- GeneralsZH/Data/INI/Mouse.ini | 2 +- GeneralsZH/Data/INI/Music.ini | 2 +- .../Data/INI/Object/AirforceGeneral.ini | 110 +- GeneralsZH/Data/INI/Object/AmericaAir.ini | 70 +- .../Data/INI/Object/AmericaCINEUnit.ini | 50 +- GeneralsZH/Data/INI/Object/AmericaVehicle.ini | 16 +- GeneralsZH/Data/INI/Object/BossGeneral.ini | 66 +- .../Data/INI/Object/ChemicalGeneral.ini | 26 +- GeneralsZH/Data/INI/Object/ChinaAir.ini | 16 +- GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini | 22 +- GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini | 4 +- GeneralsZH/Data/INI/Object/ChinaVehicle.ini | 14 +- .../Data/INI/Object/CivilianBuilding.ini | 2 +- GeneralsZH/Data/INI/Object/CivilianProp.ini | 60 +- GeneralsZH/Data/INI/Object/CivilianUnit.ini | 52 +- GeneralsZH/Data/INI/Object/DemoGeneral.ini | 26 +- .../Data/INI/Object/FactionBuilding.ini | 18 +- .../Data/INI/Object/GC_Chem_GLABuildings.ini | 6 +- .../Data/INI/Object/GC_Chem_GLAUnits.ini | 8 +- .../Data/INI/Object/GC_Slth_GLABuildings.ini | 6 +- .../Data/INI/Object/GC_Slth_GLAUnits.ini | 18 +- GeneralsZH/Data/INI/Object/GLAAir.ini | 2 +- GeneralsZH/Data/INI/Object/GLACINEUnit.ini | 22 +- GeneralsZH/Data/INI/Object/GLAInfantry.ini | 2 +- GeneralsZH/Data/INI/Object/GLAVehicle.ini | 24 +- .../Data/INI/Object/InfantryGeneral.ini | 38 +- GeneralsZH/Data/INI/Object/LaserGeneral.ini | 78 +- GeneralsZH/Data/INI/Object/NatureProp.ini | 2 +- GeneralsZH/Data/INI/Object/NukeGeneral.ini | 48 +- .../Data/INI/Object/SpecialPowerObjects.ini | 6 +- GeneralsZH/Data/INI/Object/StealthGeneral.ini | 26 +- .../Data/INI/Object/SuperWeaponGeneral.ini | 86 +- GeneralsZH/Data/INI/Object/System.ini | 10 +- GeneralsZH/Data/INI/Object/TankGeneral.ini | 44 +- GeneralsZH/Data/INI/Object/WeaponObjects.ini | 62 +- GeneralsZH/Data/INI/ObjectCreationList.ini | 136 +- GeneralsZH/Data/INI/SoundEffects.ini | 2250 ++++++++--------- GeneralsZH/Data/INI/Speech.ini | 78 +- GeneralsZH/Data/INI/Voice.ini | 1896 +++++++------- GeneralsZH/Data/INI/Weapon.ini | 238 +- GeneralsZH/Maps/MD_GLA04/map.ini | 6 +- GeneralsZH/Maps/MD_GLA04_INTRO/map.ini | 6 +- GeneralsZH/Maps/MD_GLA04_Sound/map.ini | 6 +- GeneralsZH/Maps/MD_GLA05/map.ini | 6 +- GeneralsZH/Maps/MD_USA01/map.ini | 4 +- GeneralsZH/Maps/MD_USA01_CINE/map.ini | 4 +- GeneralsZH/Maps/MD_USA02/map.ini | 4 +- GeneralsZH/Maps/MD_USA03/map.ini | 2 +- GeneralsZH/Maps/MD_USA03_CINE/map.ini | 2 +- 87 files changed, 6428 insertions(+), 6428 deletions(-) diff --git a/Generals/Data/INI/Armor.ini b/Generals/Data/INI/Armor.ini index c4e1c04..996c5c4 100644 --- a/Generals/Data/INI/Armor.ini +++ b/Generals/Data/INI/Armor.ini @@ -36,423 +36,423 @@ ; } Armor NoArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons End Armor HumanArmor - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = ARMOR_PIERCING 10% ; humans don't get hit by tank rounds. - Armor = INFANTRY_MISSILE 10% - Armor = FLAME 150% ; humans don't like fire - Armor = PARTICLE_BEAM 150% ; humans don't fare well against orbital beams... - Armor = SNIPER 200% - Armor = FLESHY_SNIPER 200% - Armor = LASER 50% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = ARMOR_PIERCING 10.0% ; humans don't get hit by tank rounds. + Armor = INFANTRY_MISSILE 10.0% + Armor = FLAME 150.0% ; humans don't like fire + Armor = PARTICLE_BEAM 150.0% ; humans don't fare well against orbital beams... + Armor = SNIPER 200.0% + Armor = FLESHY_SNIPER 200.0% + Armor = LASER 50.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. End Armor HazMatHumanArmor - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = ARMOR_PIERCING 10% ; humans don't get hit by tank rounds. - Armor = SNIPER 200% - Armor = FLESHY_SNIPER 200% - Armor = FLAME 25% ; Hazmats have a good resistance to fire. - Armor = LASER 25% ; Hazmats can resist laser fire a bit better than infantry. - Armor = POISON 0% ; Unharmed by poison - Armor = RADIATION 0% ; Unharmed by radiation too - Armor = PARTICLE_BEAM 150% ; humans don't fare well against orbital beams... even with hazmat protection! - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = ARMOR_PIERCING 10.0% ; humans don't get hit by tank rounds. + Armor = SNIPER 200.0% + Armor = FLESHY_SNIPER 200.0% + Armor = FLAME 25.0% ; Hazmats have a good resistance to fire. + Armor = LASER 25.0% ; Hazmats can resist laser fire a bit better than infantry. + Armor = POISON 0.0% ; Unharmed by poison + Armor = RADIATION 0.0% ; Unharmed by radiation too + Armor = PARTICLE_BEAM 150.0% ; humans don't fare well against orbital beams... even with hazmat protection! + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. End Armor StingerSoldierArmor - Armor = DEFAULT 25% - Armor = EXPLOSION 10% ; Heavily protected by the Stinger Site against airstrikes - Armor = FLAME 100% ; Heavily protected by the Stinger Site against fire - Armor = POISON 100% - Armor = ARMOR_PIERCING 10% ; Stinger Soldiers protected against tank shells - Armor = INFANTRY_MISSILE 10% ; Stinger Soldiers protected against missile troops. - Armor = PARTICLE_BEAM 10% ; Stinger Site protects against particle beam -- actually the Stinger Site will surely die and take them too. - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = SNIPER 200% - Armor = FLESHY_SNIPER 200% - Armor = GATTLING 0% ; NOT vulnerable to gattling fire. - Armor = SMALL_ARMS 100% ; Vulnerable to normal small arms fire. - Armor = COMANCHE_VULCAN 0% ; invulnerable to 20mm cannon fire from the Comanche - Armor = JET_MISSILES 0% ; invulnerable to airstrikes from Raptors, MIGs and Comanches - Armor = LASER 25% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. + Armor = DEFAULT 25.0% + Armor = EXPLOSION 10.0% ; Heavily protected by the Stinger Site against airstrikes + Armor = FLAME 100.0% ; Heavily protected by the Stinger Site against fire + Armor = POISON 100.0% + Armor = ARMOR_PIERCING 10.0% ; Stinger Soldiers protected against tank shells + Armor = INFANTRY_MISSILE 10.0% ; Stinger Soldiers protected against missile troops. + Armor = PARTICLE_BEAM 10.0% ; Stinger Site protects against particle beam -- actually the Stinger Site will surely die and take them too. + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = SNIPER 200.0% + Armor = FLESHY_SNIPER 200.0% + Armor = GATTLING 0.0% ; NOT vulnerable to gattling fire. + Armor = SMALL_ARMS 100.0% ; Vulnerable to normal small arms fire. + Armor = COMANCHE_VULCAN 0.0% ; invulnerable to 20mm cannon fire from the Comanche + Armor = JET_MISSILES 0.0% ; invulnerable to airstrikes from Raptors, MIGs and Comanches + Armor = LASER 25.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. End Armor TankArmor - Armor = CRUSH 50% ; tanks are extra hard to crush - Armor = SMALL_ARMS 25% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = FLAME 25% - Armor = RADIATION 50% ; Radiation does less damage to tanks. - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") - Armor = MELEE 0% ; tanks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. + Armor = CRUSH 50.0% ; tanks are extra hard to crush + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = FLAME 25.0% + Armor = RADIATION 50.0% ; Radiation does less damage to tanks. + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") + Armor = MELEE 0.0% ; tanks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. End Armor DozerArmor - Armor = CRUSH 50% - Armor = SMALL_ARMS 25% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = FLAME 25% - Armor = RADIATION 50% - Armor = POISON 25% - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") - Armor = MELEE 0% - Armor = LASER 0% - Armor = HAZARD_CLEANUP 0% - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% - Armor = SURRENDER 0% - Armor = LAND_MINE 0% ; Dozers are immune to land mines + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = FLAME 25.0% + Armor = RADIATION 50.0% + Armor = POISON 25.0% + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") + Armor = MELEE 0.0% + Armor = LASER 0.0% + Armor = HAZARD_CLEANUP 0.0% + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% + Armor = SURRENDER 0.0% + Armor = LAND_MINE 0.0% ; Dozers are immune to land mines End ; reduces some damage Armor UpgradedTankArmor - Armor = CRUSH 30% ; tanks are extra hard to crush - Armor = SMALL_ARMS 20% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 20% - Armor = FLAME 10% - Armor = POISON 10% - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") - Armor = MELEE 0% ; tanks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. + Armor = CRUSH 30.0% ; tanks are extra hard to crush + Armor = SMALL_ARMS 20.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 20.0% + Armor = FLAME 10.0% + Armor = POISON 10.0% + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") + Armor = MELEE 0.0% ; tanks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. End Armor TruckArmor - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 50% - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 50.0% + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. End ; used by the Quad Cannon, Hummer and Gattling Tank to make them effective AA units. Armor AntiAirVehicle - Armor = JET_MISSILES 30% - Armor = STEALTHJET_MISSILES 30% - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 50% - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. + Armor = JET_MISSILES 30.0% + Armor = STEALTHJET_MISSILES 30.0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 50.0% + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. End Armor HumveeArmor - Armor = JET_MISSILES 30% - Armor = STEALTHJET_MISSILES 30% - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 50% - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = FLAME 50% ; Humvees are flame resistant so that they can deal with MIGs. + Armor = JET_MISSILES 30.0% + Armor = STEALTHJET_MISSILES 30.0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 50.0% + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = FLAME 50.0% ; Humvees are flame resistant so that they can deal with MIGs. End Armor ToxinTruckArmor ; TruckArmor that is immune to poison - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 0% ; IMMUNE! It spews poison :) - Armor = RADIATION 0% - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = MOLOTOV_COCKTAIL 20% ; used by Angry Mob. - Armor = INFANTRY_MISSILE 20% ; used by rocket guys + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 0.0% ; IMMUNE! It spews poison :) + Armor = RADIATION 0.0% + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = MOLOTOV_COCKTAIL 20.0% ; used by Angry Mob. + Armor = INFANTRY_MISSILE 20.0% ; used by rocket guys End Armor DragonTankArmor - Armor = CRUSH 50% ; tanks are extra hard to crush - Armor = SMALL_ARMS 25% - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = FLAME 0% - Armor = RADIATION 50% ; Radiation does less damage to tanks. - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") - Armor = MELEE 0% ; tanks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = MOLOTOV_COCKTAIL 20% ; used by Angry Mob. - Armor = INFANTRY_MISSILE 20% ; used by rocket guys + Armor = CRUSH 50.0% ; tanks are extra hard to crush + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = FLAME 0.0% + Armor = RADIATION 50.0% ; Radiation does less damage to tanks. + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") + Armor = MELEE 0.0% ; tanks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = MOLOTOV_COCKTAIL 20.0% ; used by Angry Mob. + Armor = INFANTRY_MISSILE 20.0% ; used by rocket guys End Armor VulnerableAllArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons End Armor AirplaneArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SMALL_ARMS 120% ; gives Quad and Gattling a little more punch. - Armor = GATTLING 120% ; resistant to Gattling Tanks - Armor = EXPLOSION 100% ; gives Patriot some more punch - Armor = INFANTRY_MISSILE 120% ; gives missile guys some more punch - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = JET_MISSILES 25% ; aircraft do less damage to one another in the skies. - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = RADIATION 25% ; Radiation does a little damage, just for balance reasons. - Armor = SNIPER 1% - Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little") + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SMALL_ARMS 120.0% ; gives Quad and Gattling a little more punch. + Armor = GATTLING 120.0% ; resistant to Gattling Tanks + Armor = EXPLOSION 100.0% ; gives Patriot some more punch + Armor = INFANTRY_MISSILE 120.0% ; gives missile guys some more punch + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = JET_MISSILES 25.0% ; aircraft do less damage to one another in the skies. + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = RADIATION 25.0% ; Radiation does a little damage, just for balance reasons. + Armor = SNIPER 1.0% + Armor = FLESHY_SNIPER 0.0% ; does zero damage to vehicles (not just "a little") End Armor ComancheArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SMALL_ARMS 120% ; gives Quad and Gattling a little more punch. - Armor = GATTLING 120% ; resistant to Gattling Tanks - Armor = EXPLOSION 130% ; gives Patriot some more punch - Armor = INFANTRY_MISSILE 120% ; gives missile guys some more punch - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = RADIATION 25% ; Radiation does a little damage, just for balance reasons. + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SMALL_ARMS 120.0% ; gives Quad and Gattling a little more punch. + Armor = GATTLING 120.0% ; resistant to Gattling Tanks + Armor = EXPLOSION 130.0% ; gives Patriot some more punch + Armor = INFANTRY_MISSILE 120.0% ; gives missile guys some more punch + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = RADIATION 25.0% ; Radiation does a little damage, just for balance reasons. End Armor ChinookArmor - Armor = DEFAULT 50% ; this sets the level for all non-specified damage types - Armor = INFANTRY_MISSILE 25% - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = RADIATION 25% ; Radiation does a little damage, just for balance reasons. - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons + Armor = DEFAULT 50.0% ; this sets the level for all non-specified damage types + Armor = INFANTRY_MISSILE 25.0% + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = RADIATION 25.0% ; Radiation does a little damage, just for balance reasons. + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons End Armor ProjectileArmor ; Missiles are armored against basic damage - Armor = DEFAULT 25% ; this sets the level for all non-specified damage types - Armor = FALLING 0% ; projectiles are immune to falling damage - Armor = LASER 100% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = SMALL_ARMS 25% ; gives Quad and Gattling a little more punch. - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. + Armor = DEFAULT 25.0% ; this sets the level for all non-specified damage types + Armor = FALLING 0.0% ; projectiles are immune to falling damage + Armor = LASER 100.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = SMALL_ARMS 25.0% ; gives Quad and Gattling a little more punch. + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. End ; *Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ; *to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ; *AntiBallisticMissile = YES set in the Weapon.ini. Armor BallisticMissileArmor - Armor = DEFAULT 80% ; this sets the level for all non-specified damage types - Armor = FALLING 0% ; projectiles are immune to falling damage - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. + Armor = DEFAULT 80.0% ; this sets the level for all non-specified damage types + Armor = FALLING 0.0% ; projectiles are immune to falling damage + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. End Armor StructureArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 50% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = SNIPER 0% - Armor = FLESHY_SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 50% - Armor = PARTICLE_BEAM 200% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 250% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = SNIPER 0.0% + Armor = FLESHY_SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 50.0% + Armor = PARTICLE_BEAM 200.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 250.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% End Armor StructureArmorTough - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 50% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = SNIPER 0% - Armor = FLESHY_SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 50% - Armor = PARTICLE_BEAM 25% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 250% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% - Armor = EXPLOSION 80% ; makes these buildings more resistant to nuclear attacks, among other things + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = SNIPER 0.0% + Armor = FLESHY_SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 50.0% + Armor = PARTICLE_BEAM 25.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 250.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% + Armor = EXPLOSION 80.0% ; makes these buildings more resistant to nuclear attacks, among other things End Armor BaseDefenseArmor ; used for anti-air base defenses. Vulnerable to Stealth Fighter strikes. - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 50% - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = SNIPER 0% - Armor = FLESHY_SNIPER 0% - Armor = POISON 0% - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 25% - Armor = PARTICLE_BEAM 200% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 200% ; Aurora can't vape a single base defense in one hit. - Armor = STEALTHJET_MISSILES 250% ; Watch out for those Stealth Fighters - Armor = JET_MISSILES 25% ; Raptors, MIGs and Comanches are not so effective. - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = SNIPER 0.0% + Armor = FLESHY_SNIPER 0.0% + Armor = POISON 0.0% + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 25.0% + Armor = PARTICLE_BEAM 200.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 200.0% ; Aurora can't vape a single base defense in one hit. + Armor = STEALTHJET_MISSILES 250.0% ; Watch out for those Stealth Fighters + Armor = JET_MISSILES 25.0% ; Raptors, MIGs and Comanches are not so effective. + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% End Armor StingerSiteArmor ; used for anti-air base defenses. Vulnerable to Stealth Fighter strikes. - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 50% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = SNIPER 1% ; ***This is required for snipers to be able to attack and kill Stinger Soldiers! Must be > 0! - Armor = FLESHY_SNIPER 1% ; ***This is required for snipers to be able to attack and kill Stinger Soldiers! Must be > 0! - Armor = POISON 1% ; Similarly, this liets the Toxin Tractor attack to kill the soldiers - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 25% - Armor = PARTICLE_BEAM 200% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 1% ; Capture-type weapons in this case affect the Stinger Soldier, so give the Site a small damage value so that it can be targeted. - Armor = AURORA_BOMB 200% ; Aurora can't vape a single base defense in one hit. - Armor = STEALTHJET_MISSILES 250% ; Watch out for those Stealth Fighters - Armor = JET_MISSILES 40% ; Raptors, MIGs and Comanches are not so effective. - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = SNIPER 1.0% ; ***This is required for snipers to be able to attack and kill Stinger Soldiers! Must be > 0! + Armor = FLESHY_SNIPER 1.0% ; ***This is required for snipers to be able to attack and kill Stinger Soldiers! Must be > 0! + Armor = POISON 1.0% ; Similarly, this liets the Toxin Tractor attack to kill the soldiers + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 25.0% + Armor = PARTICLE_BEAM 200.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 1.0% ; Capture-type weapons in this case affect the Stinger Soldier, so give the Site a small damage value so that it can be targeted. + Armor = AURORA_BOMB 200.0% ; Aurora can't vape a single base defense in one hit. + Armor = STEALTHJET_MISSILES 250.0% ; Watch out for those Stealth Fighters + Armor = JET_MISSILES 40.0% ; Raptors, MIGs and Comanches are not so effective. + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% End Armor WallArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 6% - Armor = GATTLING 6% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 6% - Armor = FLAME 0% - Armor = SNIPER 0% - Armor = FLESHY_SNIPER 0% - Armor = POISON 0% - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 25% - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 300% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 6.0% + Armor = GATTLING 6.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 6.0% + Armor = FLAME 0.0% + Armor = SNIPER 0.0% + Armor = FLESHY_SNIPER 0.0% + Armor = POISON 0.0% + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 25.0% + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 300.0% End Armor MineArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = LAND_MINE 0% ; mines take no damage from mines - Armor = POISON 0% - Armor = RADIATION 0% - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = LAND_MINE 0.0% ; mines take no damage from mines + Armor = POISON 0.0% + Armor = RADIATION 0.0% + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons End Armor TreeArmor - Armor = DEFAULT 0% - Armor = FLAME 100% - Armor = PARTICLE_BEAM 100% - Armor = UNRESISTABLE 100% + Armor = DEFAULT 0.0% + Armor = FLAME 100.0% + Armor = PARTICLE_BEAM 100.0% + Armor = UNRESISTABLE 100.0% End Armor InvulnerableAllArmor ; If you want to even be immune to Kill, then you want an InactiveBody - Armor = DEFAULT 0% - Armor = UNRESISTABLE 100% + Armor = DEFAULT 0.0% + Armor = UNRESISTABLE 100.0% End Armor HazardousMaterialArmor ; Poison fields and radiation fields have this type of armor (and can only be cleaned up by cleaner units) - Armor = DEFAULT 0% - Armor = HAZARD_CLEANUP 100% ; Only way to get harmed (or cleaned up) - Armor = FLAME 0% ; Flame can't clean it up anymore (looks dumb). + Armor = DEFAULT 0.0% + Armor = HAZARD_CLEANUP 100.0% ; Only way to get harmed (or cleaned up) + Armor = FLAME 0.0% ; Flame can't clean it up anymore (looks dumb). End Armor AvalancheArmor ; The avalanche bits will not crush each other - Armor = DEFAULT 0% ; this sets the level for all non-specified damage types - Armor = EXPLOSION 100% - Armor = UNRESISTABLE 100% - Armor = INFANTRY_MISSILE 100% - Armor = AURORA_BOMB 100% - Armor = LAND_MINE 100% - Armor = JET_MISSILES 100% - Armor = STEALTHJET_MISSILES 100% + Armor = DEFAULT 0.0% ; this sets the level for all non-specified damage types + Armor = EXPLOSION 100.0% + Armor = UNRESISTABLE 100.0% + Armor = INFANTRY_MISSILE 100.0% + Armor = AURORA_BOMB 100.0% + Armor = LAND_MINE 100.0% + Armor = JET_MISSILES 100.0% + Armor = STEALTHJET_MISSILES 100.0% End @@ -460,8 +460,8 @@ End ; (We don't want to set the armor to 0%, because then things would realize ; they couldn't do any damage to us at all, and refuse to target us.) Armor InvulnerableArmor - Armor = DEFAULT 1% ; this sets the level for all non-specified damage types - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. + Armor = DEFAULT 1.0% ; this sets the level for all non-specified damage types + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. End diff --git a/Generals/Data/INI/AudioSettings.ini b/Generals/Data/INI/AudioSettings.ini index 9abd8e0..e821e23 100644 --- a/Generals/Data/INI/AudioSettings.ini +++ b/Generals/Data/INI/AudioSettings.ini @@ -19,16 +19,16 @@ AudioSettings TimeBetweenDrawableSounds = 1000 ; How many ms should run between attempts to play ambient drawable sounds? (These get culled fairly frequently, so this should probably happen about 1/sec) TimeToFadeAudio = 2000 ; How many ms should audio take to fade in/out. AudioFootprintInBytes = 4194304 ; 4 MB for now. We could adjust this later. - MinSampleVolume = 2% ; Sounds quieter than this will be clipped out + MinSampleVolume = 2.0% ; Sounds quieter than this will be clipped out - Relative2DVolume = -10% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%. - ; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%. - ; If 0, then 2D and 3D sounds will play at the same volume. + Relative2DVolume = -10.0% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%. + ; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%. + ; If 0, then 2D and 3D sounds will play at the same volume. - DefaultSoundVolume = 80% ; Default Sound volume -- NEVER CHANGED! Kris - Default3DSoundVolume = 80% ; Default 3D Sound volume -- NEVER CHANGED! Kris - DefaultSpeechVolume = 70% ; Default Speech volume -- NEVER CHANGED! Kris - DefaultMusicVolume = 55% ; Default Music volume -- NEVER CHANGED! Kris + DefaultSoundVolume = 80.0% ; Default Sound volume -- NEVER CHANGED! Kris + Default3DSoundVolume = 80.0% ; Default 3D Sound volume -- NEVER CHANGED! Kris + DefaultSpeechVolume = 70.0% ; Default Speech volume -- NEVER CHANGED! Kris + DefaultMusicVolume = 55.0% ; Default Music volume -- NEVER CHANGED! Kris Default2DSpeakerType = "2 Speakers" Default3DSpeakerType = "5.1 Surround" @@ -51,5 +51,5 @@ AudioSettings ; NOTE: The higher this value is, the lower normal sounds will be! If you specify a sound volume value of 25%, then sounds will play ; between 75% and 100%, not 100% to 125%! - ZoomSoundVolumePercentageAmount = 20% ; The amount of 3D sound volume dedicated to zooming. + ZoomSoundVolumePercentageAmount = 20.0% ; The amount of 3D sound volume dedicated to zooming. End diff --git a/Generals/Data/INI/Crate.ini b/Generals/Data/INI/Crate.ini index 51770be..3116192 100644 --- a/Generals/Data/INI/Crate.ini +++ b/Generals/Data/INI/Crate.ini @@ -199,9 +199,9 @@ Object SalvageCrate PickupScience = SCIENCE_GLA ; Only GLA players can pick this up (Draw module makes it so only they can see it) ; ExecuteFX = FX_CratePickup ; FXList to play when successfully picked up - WeaponChance = 100% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded - LevelChance = 25% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level - MoneyChance = 75% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance + WeaponChance = 100.0% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded + LevelChance = 25.0% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level + MoneyChance = 75.0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance MinMoney = 25 ; If we get money, this is how much we get. Make them different to get a random range. MaxMoney = 75 End diff --git a/Generals/Data/INI/Default/SoundEffects.ini b/Generals/Data/INI/Default/SoundEffects.ini index 9de87b4..9d888c6 100644 --- a/Generals/Data/INI/Default/SoundEffects.ini +++ b/Generals/Data/INI/Default/SoundEffects.ini @@ -3,9 +3,9 @@ ; default in case there isn't one for a global sound. AudioEvent DefaultSoundEffect - Volume = 100% + Volume = 100.0% Priority = HIGH - MinVolume = 40% + MinVolume = 40.0% Control = RANDOM Limit = 4 MinRange = 175.00 diff --git a/Generals/Data/INI/Default/Speech.ini b/Generals/Data/INI/Default/Speech.ini index 103fb8d..4dcf161 100644 --- a/Generals/Data/INI/Default/Speech.ini +++ b/Generals/Data/INI/Default/Speech.ini @@ -2,6 +2,6 @@ ; Default Dialog event. DialogEvent DefaultDialog - Volume = 100% + Volume = 100.0% Type = UI EVERYONE End diff --git a/Generals/Data/INI/DrawGroupInfo.ini b/Generals/Data/INI/DrawGroupInfo.ini index af90274..353884f 100644 --- a/Generals/Data/INI/DrawGroupInfo.ini +++ b/Generals/Data/INI/DrawGroupInfo.ini @@ -13,6 +13,6 @@ DrawGroupInfo FontSize = 10 FontIsBold = NO - DrawPositionXPercent = -20% + DrawPositionXPercent = -20.0% DrawPositionYPixel = -10 End diff --git a/Generals/Data/INI/FXList.ini b/Generals/Data/INI/FXList.ini index cc28bb4..c385f1b 100644 --- a/Generals/Data/INI/FXList.ini +++ b/Generals/Data/INI/FXList.ini @@ -4829,7 +4829,7 @@ FXList FX_FlashBangGarrisonBuildingHit ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End @@ -4906,7 +4906,7 @@ FXList FX_ToxinStreamGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100.0 - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End @@ -4932,7 +4932,7 @@ FXList FX_ToxinStreamUpgradedGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100.0 - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End @@ -4957,7 +4957,7 @@ FXList FX_DragonFlameGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100.0 - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End @@ -5241,7 +5241,7 @@ FXList FX_RangerCombatDropKill ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End diff --git a/Generals/Data/INI/GameData.ini b/Generals/Data/INI/GameData.ini index c0eed29..8cd82f7 100644 --- a/Generals/Data/INI/GameData.ini +++ b/Generals/Data/INI/GameData.ini @@ -316,42 +316,42 @@ GameData ; ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Red Guard, ; and only apply when they are in a horde. SUBLIMINAL does not replace ENTHUSIASTIC! - WeaponBonus = HORDE RATE_OF_FIRE 150% ; Horded troops fire their weapons 25% faster - WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ; Horded troops with Nationalism fire their weapon an additional 25% faster - WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ; In range of a Speaker Tower, gaining enthusiasm - WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ; In range of an upgraded Speaker Tower, gaining even more enthusiasm + WeaponBonus = HORDE RATE_OF_FIRE 150.0% ; Horded troops fire their weapons 25% faster + WeaponBonus = NATIONALISM RATE_OF_FIRE 125.0% ; Horded troops with Nationalism fire their weapon an additional 25% faster + WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125.0% ; In range of a Speaker Tower, gaining enthusiasm + WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125.0% ; In range of an upgraded Speaker Tower, gaining even more enthusiasm ; sorry, demoralize is cut (srj) - ; WeaponBonus = DEMORALIZED RATE_OF_FIRE 25% ; Demoralized troops - WeaponBonus = GARRISONED RANGE 133% ; when garrisoned, all weapons get n times normal range - WeaponBonus = GARRISONED DAMAGE 125% ; when garrisoned, all weapons get n times normal range + ; WeaponBonus = DEMORALIZED RATE_OF_FIRE 25.0% ; Demoralized troops + WeaponBonus = GARRISONED RANGE 133.0% ; when garrisoned, all weapons get n times normal range + WeaponBonus = GARRISONED DAMAGE 125.0% ; when garrisoned, all weapons get n times normal range - WeaponBonus = VETERAN RATE_OF_FIRE 120% - WeaponBonus = VETERAN DAMAGE 110% - WeaponBonus = ELITE RATE_OF_FIRE 140% - WeaponBonus = ELITE DAMAGE 120% - WeaponBonus = HERO RATE_OF_FIRE 160% - WeaponBonus = HERO DAMAGE 130% + WeaponBonus = VETERAN RATE_OF_FIRE 120.0% + WeaponBonus = VETERAN DAMAGE 110.0% + WeaponBonus = ELITE RATE_OF_FIRE 140.0% + WeaponBonus = ELITE DAMAGE 120.0% + WeaponBonus = HERO RATE_OF_FIRE 160.0% + WeaponBonus = HERO DAMAGE 130.0% ; Strategy Centers provides bonuses based on the active battleplan! - WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120% - ; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120% - WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120% - WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ; Note this does nothing -- just for balancing reference. + WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120.0% + ; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120.0% + WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120.0% + WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100.0% ; Note this does nothing -- just for balancing reference. - WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80% - WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100% - WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120% + WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80.0% + WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100.0% + WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120.0% ; you cannot set this; it always has a value of 100%. - ; HealthBonus_Regular = 100% - HealthBonus_Veteran = 120% - HealthBonus_Elite = 130% - HealthBonus_Heroic = 150% + ; HealthBonus_Regular = 100.0% + HealthBonus_Veteran = 120.0% + HealthBonus_Elite = 130.0% + HealthBonus_Heroic = 150.0% - HumanSoloPlayerHealthBonus_Easy = 150% - HumanSoloPlayerHealthBonus_Normal = 100% ; i.e. unadjusted - HumanSoloPlayerHealthBonus_Hard = 80% + HumanSoloPlayerHealthBonus_Easy = 150.0% + HumanSoloPlayerHealthBonus_Normal = 100.0% ; i.e. unadjusted + HumanSoloPlayerHealthBonus_Hard = 80.0% ; Audio parameters ; VolumeDistribution = Linear ; for linear falloff @@ -383,7 +383,7 @@ GameData MaxShakeIntensity = 10.0 MaxShakeRange = 150.0 - SellPercentage = 50% ; You get this percentage back of the cost to build + SellPercentage = 50.0% ; You get this percentage back of the cost to build BaseRegenHealthPercentPerSecond = 0.3% ; You get this % of max health back per second from auto base regeneration BaseRegenDelay = 3000 ; in MS, delay in frames we must be damage-free before we can auto-heal from base regeneration diff --git a/Generals/Data/INI/InGameUI.ini b/Generals/Data/INI/InGameUI.ini index 91c7560..0dbdc87 100644 --- a/Generals/Data/INI/InGameUI.ini +++ b/Generals/Data/INI/InGameUI.ini @@ -66,8 +66,8 @@ InGameUI SpyDroneRadiusCursor Texture = SccSpyDrone_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -76,8 +76,8 @@ InGameUI AttackScatterAreaRadiusCursor Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -86,8 +86,8 @@ InGameUI SuperweaponScatterAreaRadiusCursor Texture = EXTargeterAlpha2 Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:128 G:0 B:0 A:128 ; extra soft OnlyVisibleToOwningPlayer = YES @@ -96,8 +96,8 @@ InGameUI AttackDamageAreaRadiusCursor Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -106,8 +106,8 @@ InGameUI AttackContinueAreaRadiusCursor Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -116,8 +116,8 @@ InGameUI GuardAreaRadiusCursor Texture = SCCGuard_Generic Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -126,8 +126,8 @@ InGameUI EmergencyRepairRadiusCursor Texture = SCCRepair Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -138,8 +138,8 @@ InGameUI FriendlySpecialPowerRadiusCursor Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:0 G:255 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -148,8 +148,8 @@ InGameUI OffensiveSpecialPowerRadiusCursor Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -161,8 +161,8 @@ InGameUI ParticleCannonRadiusCursor Texture = SCCParticleCanon_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:40 G:110 B:210 A:255 OnlyVisibleToOwningPlayer = YES @@ -171,8 +171,8 @@ InGameUI A10StrikeRadiusCursor Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -181,8 +181,8 @@ InGameUI CarpetBombRadiusCursor Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -191,8 +191,8 @@ InGameUI DaisyCutterRadiusCursor Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -201,8 +201,8 @@ InGameUI ParadropRadiusCursor Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -211,8 +211,8 @@ InGameUI SpySatelliteRadiusCursor Texture = SCCSpySatellite_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -223,8 +223,8 @@ InGameUI NuclearMissileRadiusCursor Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -233,8 +233,8 @@ InGameUI EMPPulseRadiusCursor Texture = SCCEMPPulse_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:40 G:110 B:210 A:255 OnlyVisibleToOwningPlayer = YES @@ -243,8 +243,8 @@ InGameUI ArtilleryRadiusCursor Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -253,8 +253,8 @@ InGameUI NapalmStrikeRadiusCursor Texture = SCCNapalmStrike_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -263,8 +263,8 @@ InGameUI ClusterMinesRadiusCursor Texture = SCCClusterMines_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -276,8 +276,8 @@ InGameUI ScudStormRadiusCursor Texture = SCCScudStorm_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -286,8 +286,8 @@ InGameUI AnthraxBombRadiusCursor Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -296,8 +296,8 @@ InGameUI AmbushRadiusCursor Texture = SCCAmbush_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -306,8 +306,8 @@ InGameUI RadarRadiusCursor Texture = SCCRadar_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES diff --git a/Generals/Data/INI/Mouse.ini b/Generals/Data/INI/Mouse.ini index 736baba..02c5216 100644 --- a/Generals/Data/INI/Mouse.ini +++ b/Generals/Data/INI/Mouse.ini @@ -16,7 +16,7 @@ Mouse TooltipShadowColor = R:0 G:0 B:0 A:255 TooltipBorderColor = R:255 G:191 B:0 A:255 TooltipBackgroundColor = R:20 G:20 B:20 A:255 - TooltipWidth = 20% ; in percentage of screen width + TooltipWidth = 20.0% ; in percentage of screen width UseTooltipAltTextColor = NO ; use player colors for tooltip text? UseTooltipAltBackColor = YES ; use player colors for tooltip backgrounds? AdjustTooltipAltColor = YES ; alter (brighten/darken) player colors for tooltips? diff --git a/Generals/Data/INI/Music.ini b/Generals/Data/INI/Music.ini index c8a3ace..e5d8d40 100644 --- a/Generals/Data/INI/Music.ini +++ b/Generals/Data/INI/Music.ini @@ -20,7 +20,7 @@ End ; MusicTrack Track5 ; Filename = FK-Track01.mp3 -; Volume = 60% +; Volume = 60.0% ; End diff --git a/Generals/Data/INI/Object/CivilianBuilding.ini b/Generals/Data/INI/Object/CivilianBuilding.ini index 008927b..e7f27db 100644 --- a/Generals/Data/INI/Object/CivilianBuilding.ini +++ b/Generals/Data/INI/Object/CivilianBuilding.ini @@ -24702,7 +24702,7 @@ Object TechOilRefinery Behavior = CostModifierUpgrade ModuleTag_05 TriggeredBy = Upgrade_CostReduction EffectKindOf = VEHICLE - Percentage = -10% + Percentage = -10.0% End Behavior = FlammableUpdate ModuleTag_07 diff --git a/Generals/Data/INI/Object/CivilianProp.ini b/Generals/Data/INI/Object/CivilianProp.ini index 9d02165..e052299 100644 --- a/Generals/Data/INI/Object/CivilianProp.ini +++ b/Generals/Data/INI/Object/CivilianProp.ini @@ -546,8 +546,8 @@ Object ChainLinkFence01 ToppleFX = FX_ChainLinkFenceTopple BounceFX = FX_ChainLinkFenceBounce ToppleLeftOrRightOnly = YES - BounceVelocityPercent = 20% ; chain-link fences should bounce a little (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 20.0% ; chain-link fences should bounce a little (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED @@ -1531,8 +1531,8 @@ Object StatueAngel ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -1584,8 +1584,8 @@ Object StatueLenin ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -1636,8 +1636,8 @@ Object StatueRoman ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -4425,8 +4425,8 @@ Object StoneWall01 ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -4853,8 +4853,8 @@ Object ConcreteWall01 ToppleFX = FX_ConcreteWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -4937,8 +4937,8 @@ Object BrickWall01 ToppleFX = FX_BrickWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -5122,8 +5122,8 @@ Object WoodWall01 ToppleFX = FX_WoodWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -5205,8 +5205,8 @@ Object PicketFence01 Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_WoodWallTopple ToppleLeftOrRightOnly = YES - BounceVelocityPercent = 0% ; picket fences don't bounce (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; picket fences don't bounce (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED @@ -5624,8 +5624,8 @@ Object StoneArch01 ; Behavior = ToppleUpdate ; ToppleFX = FX_StoneWallTopple ; ToppleLeftOrRightOnly = YES - ; BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - ; InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + ; BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + ; InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED @@ -5672,8 +5672,8 @@ Object BrokenWallPiece02 ; Behavior = ToppleUpdate ; ToppleFX = FX_StoneWallTopple ; ToppleLeftOrRightOnly = YES - ; BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - ; InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + ; BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + ; InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED @@ -6719,8 +6719,8 @@ Object SandBagWall01 ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -6774,8 +6774,8 @@ Object SandBagWall02 ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -6830,8 +6830,8 @@ Object SandBagWallSmall ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -6880,8 +6880,8 @@ Object SandbagWallEnd ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec diff --git a/Generals/Data/INI/Object/CivilianUnit.ini b/Generals/Data/INI/Object/CivilianUnit.ini index 15174c1..fdfa4d6 100644 --- a/Generals/Data/INI/Object/CivilianUnit.ini +++ b/Generals/Data/INI/Object/CivilianUnit.ini @@ -3849,7 +3849,7 @@ Object Humvee1 Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 20% + DamagePercentToUnits = 20.0% AllowInsideKindOf = INFANTRY End @@ -11369,7 +11369,7 @@ Object TrainEngine ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -11624,7 +11624,7 @@ Object TrainEngine3 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -11822,7 +11822,7 @@ Object TrainEngineVerySlow ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% MobileGarrison = YES End @@ -12139,7 +12139,7 @@ Object TrainCar01 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -12225,7 +12225,7 @@ Object TrainCar02 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -12312,7 +12312,7 @@ Object TrainCar03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -12407,7 +12407,7 @@ Object TrainCab ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -12736,7 +12736,7 @@ Object TrainCar013 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -12821,7 +12821,7 @@ Object TrainCar023 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -12908,7 +12908,7 @@ Object TrainCar033 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -12999,7 +12999,7 @@ Object TrainCab3 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -13239,7 +13239,7 @@ Object CabooseFullOfTerrorists ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% MobileGarrison = YES InitialRoster = GLAInfantryTerrorist 10 End @@ -14519,7 +14519,7 @@ Object CINE_TrainEngine ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -14603,7 +14603,7 @@ Object CINE_TrainCarFlat ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -14691,7 +14691,7 @@ Object CINE_TrainCarRocket ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -15466,7 +15466,7 @@ Object CINE_Humvee Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 20% + DamagePercentToUnits = 20.0% AllowInsideKindOf = INFANTRY End diff --git a/Generals/Data/INI/Object/FactionBuilding.ini b/Generals/Data/INI/Object/FactionBuilding.ini index 4cb4754..876b471 100644 --- a/Generals/Data/INI/Object/FactionBuilding.ini +++ b/Generals/Data/INI/Object/FactionBuilding.ini @@ -1850,15 +1850,15 @@ Object GLACommandCenter Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 - Bounty = 5% + Bounty = 5.0% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 - Bounty = 10% + Bounty = 10.0% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 - Bounty = 20% + Bounty = 20.0% End Behavior = FlammableUpdate ModuleTag_19 @@ -13221,10 +13221,10 @@ Object ChinaSpeakerTower Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 2% ; get this % of max health every second + HealPercentEachSecond = 2.0% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 4% ; get this % of max health every second + UpgradedHealPercentEachSecond = 4.0% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_07 @@ -16547,8 +16547,8 @@ Object ChinaPowerPlant End Behavior = OverchargeBehavior ModuleTag_06 - HealthPercentToDrainPerSecond = 3% ; % of max health to drain per second - NotAllowedWhenHealthBelowPercent = 0% ; When currHealth is below this, it turns off automatically + HealthPercentToDrainPerSecond = 3.0% ; % of max health to drain per second + NotAllowedWhenHealthBelowPercent = 0.0% ; When currHealth is below this, it turns off automatically End Behavior = DestroyDie ModuleTag_07 diff --git a/Generals/Data/INI/Object/FactionUnit.ini b/Generals/Data/INI/Object/FactionUnit.ini index d5effa7..3c1e218 100644 --- a/Generals/Data/INI/Object/FactionUnit.ini +++ b/Generals/Data/INI/Object/FactionUnit.ini @@ -852,7 +852,7 @@ Object AmericaVehicleHumvee Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -1113,7 +1113,7 @@ Object CINE_AmericaVehicleHumvee Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -1743,7 +1743,7 @@ Object AmericaJetRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -1775,8 +1775,8 @@ Object AmericaJetRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -2323,7 +2323,7 @@ Object AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -2515,7 +2515,7 @@ Object CINE_USA08_AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -3273,8 +3273,8 @@ Object NeutronMissile DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -3738,7 +3738,7 @@ Object AmericaJetAurora OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -3770,8 +3770,8 @@ Object AmericaJetAurora End Behavior = JetAIUpdate ModuleTag_07 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -3964,7 +3964,7 @@ Object AmericaJetStealthFighter OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -3991,8 +3991,8 @@ Object AmericaJetStealthFighter End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -4768,7 +4768,7 @@ Object ChinaJetMIG OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -4792,8 +4792,8 @@ Object ChinaJetMIG End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -5005,7 +5005,7 @@ Object ChinaJetMIGNapalmStriker Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -5207,7 +5207,7 @@ Object ChinaJetMIG_CinematicVersion OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp_CinematicVersion DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -5231,8 +5231,8 @@ Object ChinaJetMIG_CinematicVersion End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -13922,7 +13922,7 @@ Object GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 @@ -14158,7 +14158,7 @@ Object AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 HealthRegen%PerSec = 25.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES AllowNeutralInside = NO @@ -14791,8 +14791,8 @@ Object AmericaVehicleSpyDrone GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 ; dim blue, additive End @@ -15627,7 +15627,7 @@ Object GLAVehicleRocketBuggy Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -15852,7 +15852,7 @@ Object CINE_GLAVehicleRocketBuggy Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -17423,7 +17423,7 @@ Object GLAVehicleToxinTruck Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 OCL = INITIAL OCL_ToxinTractorDeathEffect @@ -18018,7 +18018,7 @@ Object GLAVehicleBombTruck Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -19268,7 +19268,7 @@ Object GLAVehicleTechnicalChassisOne Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -19920,7 +19920,7 @@ Object ChinaTankOverlord Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to the first passenger (redirects like the tunnel) Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PassengersInTurret = YES ; My passengers ride in my turret, that's where the FirePoint bones are @@ -20242,10 +20242,10 @@ Object ChinaTankOverlordPropagandaTower Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -20339,7 +20339,7 @@ Object ChinaTankOverlordBattleBunker AllowInsideKindOf = INFANTRY EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% End Behavior = DestroyDie ModuleTag_04 @@ -20599,7 +20599,7 @@ Object CINE_ChinaTankOverlord Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to the first passenger (redirects like the tunnel) Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PassengersInTurret = YES ; My passengers ride in my turret, that's where the FirePoint bones are @@ -21489,7 +21489,7 @@ Object ChinaVehicleTroopCrawler InitialPayload = ChinaInfantryRedguard 8 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -21682,7 +21682,7 @@ Object ChinaVehicleTroopCrawlerEmpty Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -21692,7 +21692,7 @@ Object ChinaVehicleTroopCrawlerEmpty Behavior = TransportContain ModuleTag_06 Slots = 8 HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY End @@ -23252,7 +23252,7 @@ Object AmericaVehicleDozer InitialHealth = 250.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -23369,7 +23369,7 @@ Object GLAVehicleDozer InitialHealth = 1000.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something End @@ -23509,7 +23509,7 @@ Object ChinaVehicleDozer InitialHealth = 250.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -23684,8 +23684,8 @@ Object RangerFlashBangGrenade ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 70% + FirstPercentIndent = 30.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 70.0% GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 10 ; ensure that a single grenade clears out all garrisoned buildings. @@ -23747,8 +23747,8 @@ Object ScorpionTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -23817,8 +23817,8 @@ Object MarauderTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -23865,8 +23865,8 @@ Object GenericTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -23913,8 +23913,8 @@ Object BattleMasterTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -23965,8 +23965,8 @@ Object OverlordTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -24024,8 +24024,8 @@ Object NukeCannonShell ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 70% + FirstPercentIndent = 30.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 70.0% FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -24077,8 +24077,8 @@ Object InfernoTankShell ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 20% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 20.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -24143,8 +24143,8 @@ Object InfernoTankShellUpgraded ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 20% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 20.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -25120,7 +25120,7 @@ Object AmericaJetA10Thunderbolt Behavior = JetSlowDeathBehavior ModuleTag_03 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -25349,7 +25349,7 @@ Object AmericaVehicleChinook Behavior = TransportContain ModuleTag_08 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 @@ -25536,7 +25536,7 @@ Object AmericaTankPaladin Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -27815,7 +27815,7 @@ Object GLAVehicleRadarVan Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -28309,7 +28309,7 @@ Object AmericaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -28528,7 +28528,7 @@ Object GLAJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -28730,7 +28730,7 @@ Object ChinaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -29190,8 +29190,8 @@ Object GLAAngryMobRockProjectileObject ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -29239,8 +29239,8 @@ Object GLAAngryMobMolotovCocktailProjectileObject ; To tweak a Bezier path, please see GS FirstHeight = 30.0 ; TALL ARC LOOK GOOD SecondHeight = 30.0 ; TALL ARC LOOK GOOD - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -29502,7 +29502,7 @@ Object CINE_ChinaVehicleTroopCrawlerEmpty Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -29512,7 +29512,7 @@ Object CINE_ChinaVehicleTroopCrawlerEmpty Behavior = TransportContain ModuleTag_06 Slots = 10 HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY End @@ -30160,7 +30160,7 @@ Object CINE_AmericaJetRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -30192,8 +30192,8 @@ Object CINE_AmericaJetRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -30384,7 +30384,7 @@ Object CINE_AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -31399,7 +31399,7 @@ Object CINE_GLAVehicleTechnicalChassisOne Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -32470,7 +32470,7 @@ Object CINE_ChinaJetMIG OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp_CinematicVersion DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -32494,8 +32494,8 @@ Object CINE_ChinaJetMIG End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -34920,7 +34920,7 @@ Object CINE_GLAVehicleBombTruck Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -35302,7 +35302,7 @@ Object CINE_AmericaVehicleChinook Behavior = TransportContain ModuleTag_08 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 @@ -36132,7 +36132,7 @@ Object CINE_AmericaJetStealthFighter OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -36159,8 +36159,8 @@ Object CINE_AmericaJetStealthFighter End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -36369,7 +36369,7 @@ Object CINE_AmericaJetStealthFighterUSA08 OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -36396,8 +36396,8 @@ Object CINE_AmericaJetStealthFighterUSA08 End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 @@ -36838,7 +36838,7 @@ Object CINE_GLAVehicleToxinTruck Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 OCL = INITIAL OCL_ToxinTractorDeathEffect @@ -37501,7 +37501,7 @@ Object CINE_GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 diff --git a/Generals/Data/INI/Object/NatureProp.ini b/Generals/Data/INI/Object/NatureProp.ini index bc2849f..e1e19f1 100644 --- a/Generals/Data/INI/Object/NatureProp.ini +++ b/Generals/Data/INI/Object/NatureProp.ini @@ -2727,7 +2727,7 @@ Object Hedge1 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce ToppleLeftOrRightOnly = YES - BounceVelocityPercent = 20% ; hedges don't really bounce (much) (default: 30%) + BounceVelocityPercent = 20.0% ; hedges don't really bounce (much) (default: 30%) End Behavior = SlowDeathBehavior ModuleTag_03 SinkRate = 2.0 ; in dist/sec diff --git a/Generals/Data/INI/Object/System.ini b/Generals/Data/INI/Object/System.ini index 5b0586d..ba26ba3 100644 --- a/Generals/Data/INI/Object/System.ini +++ b/Generals/Data/INI/Object/System.ini @@ -264,8 +264,8 @@ Object SpySatellitePing GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 ; dim blue, additive End diff --git a/Generals/Data/INI/ObjectCreationList.ini b/Generals/Data/INI/ObjectCreationList.ini index 868fb8a..c8a5a03 100644 --- a/Generals/Data/INI/ObjectCreationList.ini +++ b/Generals/Data/INI/ObjectCreationList.ini @@ -3643,8 +3643,8 @@ ObjectCreationList SUPERWEAPON_DaisyCutter DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -3670,8 +3670,8 @@ ObjectCreationList SUPERWEAPON_ScudStorm DeliveryDecal Texture = SCCScudStorm_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -3706,8 +3706,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage1 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -3743,8 +3743,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage2 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -3780,8 +3780,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage3 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -3812,8 +3812,8 @@ ObjectCreationList SUPERWEAPON_NapalmStrike DeliveryDecal Texture = SCCNapalmStrike_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -3851,8 +3851,8 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -3890,8 +3890,8 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -3930,8 +3930,8 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4079,8 +4079,8 @@ ObjectCreationList SUPERWEAPON_BlackMarketNuke DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4127,8 +4127,8 @@ ObjectCreationList SUPERWEAPON_AnthraxBomb DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -4155,8 +4155,8 @@ ObjectCreationList SUPERWEAPON_Paradrop1 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -4184,8 +4184,8 @@ ObjectCreationList SUPERWEAPON_Paradrop2 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -4213,8 +4213,8 @@ ObjectCreationList SUPERWEAPON_Paradrop3 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -4237,8 +4237,8 @@ ObjectCreationList SUPERWEAPON_Paradrop3 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -4263,8 +4263,8 @@ ObjectCreationList SUPERWEAPON_ClusterMines DeliveryDecal Texture = SCCClusterMines_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4288,8 +4288,8 @@ ObjectCreationList SUPERWEAPON_EMPPulse DeliveryDecal Texture = SCCEMPPulse_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:40 G:110 B:210 A:255 OnlyVisibleToOwningPlayer = YES @@ -4314,8 +4314,8 @@ ObjectCreationList SUPERWEAPON_CrateDrop DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4340,8 +4340,8 @@ ObjectCreationList SUPERWEAPON_CarpetBomb DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES diff --git a/Generals/Data/INI/SoundEffects.ini b/Generals/Data/INI/SoundEffects.ini index 79ac298..13be2bc 100644 --- a/Generals/Data/INI/SoundEffects.ini +++ b/Generals/Data/INI/SoundEffects.ini @@ -11,7 +11,7 @@ AudioEvent GenericTankMoveLoop Sounds = vgenlo2a vgenlo2b vgenlo2c Attack = vgenlo1a Decay = vgenlo3a - Volume = 40% + Volume = 40.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -22,18 +22,18 @@ AudioEvent Explosion Priority = LOW Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% - LowPassCutoff = 50% + VolumeShift = -20.0% + Volume = 90.0% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End AudioEvent GenericTankGunFire Sounds = vcruweaa vcruweab vcruweac PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 2 - Volume = 90% + Volume = 90.0% Control = INTERRUPT RANDOM Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -41,7 +41,7 @@ End AudioEvent CarAlarm Sounds = gcaralaa vgendiea vgendieb vgendiec - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -51,8 +51,8 @@ AudioEvent F15MoveLoop ; Attack = vb52lo1a Decay = vb52lo3a Priority = LOW - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 100.0 MaxRange = 600.0 @@ -61,7 +61,7 @@ End AudioEvent ParachuteDrop Sounds = sparadra - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -69,8 +69,8 @@ End AudioEvent AirRaidSiren Sounds = gairraid - Volume = 70% - MinVolume = 50% + Volume = 70.0% + MinVolume = 50.0% Priority = CRITICAL MinRange = 500.0 MaxRange = 5000.0 @@ -79,8 +79,8 @@ End AudioEvent NukeAirRaidSiren Sounds = gairraid - Volume = 85% - MinVolume = 50% + Volume = 85.0% + MinVolume = 50.0% Priority = CRITICAL MinRange = 700.0 MaxRange = 5000.0 @@ -91,7 +91,7 @@ End AudioEvent GenericMachineGunFire Sounds = iseaatta iseaattb Priority = LOW - Volume = 60% + Volume = 60.0% ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -10.0 10.0 @@ -104,7 +104,7 @@ AudioEvent HeroUSAKnifeAttack Control = RANDOM Limit = 2 Priority = LOW - Volume = 60% + Volume = 60.0% ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -10.0 10.0 @@ -115,7 +115,7 @@ AudioEvent BuildingDestroy Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -127,8 +127,8 @@ AudioEvent BuildingDamage Control = RANDOM INTERRUPT Limit = 2 PitchShift = -3.0 3.0 - VolumeShift = -20% - Volume = 65% + VolumeShift = -20.0% + Volume = 65.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -139,10 +139,10 @@ AudioEvent ExplosionDirt Priority = LOW Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -150,7 +150,7 @@ AudioEvent BuildingShatter Sounds = gexpglaa gexpglab Control = RANDOM Priority = NORMAL - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Type = WORLD SHROUDED EVERYONE End @@ -159,9 +159,9 @@ AudioEvent MolotovCocktailShatter Sounds = gexpmola gexpmolb gexpmolc gexpmold gexpmole gexpmolf Control = INTERRUPT RANDOM Priority = NORMAL - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -20.0 40.0 - Volume = 35% + Volume = 35.0% Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -170,13 +170,13 @@ End AudioEvent GUIClick Sounds = umenucla Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIClickDisabled Sounds = umenucle - Volume = 30% + Volume = 30.0% Priority = HIGH Type = UI PLAYER End @@ -184,63 +184,63 @@ End AudioEvent GUIComboBoxClick Sounds = umenuclb Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIMessageReceived Sounds = umenucld Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIBlip Sounds = umenuclc Priority = HIGH - Volume = 40% + Volume = 40.0% Type = UI EVERYONE End AudioEvent GUIShawoosh Sounds = ccoloriz - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUITypeText Sounds = utext1a Priority = HIGH - VolumeShift = -10% - Volume = 30% + VolumeShift = -10.0% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIBlop Sounds = umenucle Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIBlipityBlip Sounds = umenucld Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIStatic Sounds = umenusta Priority = HIGH - Volume = 70% + Volume = 70.0% Type = UI EVERYONE End AudioEvent GUIBoarderFadeIn Sounds = uboarder Priority = HIGH - Volume = 55% + Volume = 55.0% Control = INTERRUPT Limit = 1 Type = UI EVERYONE @@ -249,7 +249,7 @@ End AudioEvent GUITransitionFade Sounds = ubutton2 Priority = HIGH - Volume = 45% + Volume = 45.0% Control = INTERRUPT Limit = 1 Type = UI EVERYONE @@ -259,21 +259,21 @@ AudioEvent GUIButtonsFadeIn Sounds = ubuttons Priority = HIGH Control = INTERRUPT - Volume = 45% + Volume = 45.0% Limit = 2 Type = UI EVERYONE End AudioEvent GUILogoShrink Sounds = ulogoshr Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUILogoMouseOver Sounds = ulogomou Priority = HIGH - Volume = 55% + Volume = 55.0% Control = INTERRUPT Limit = 2 Type = UI EVERYONE @@ -282,14 +282,14 @@ End AudioEvent GUILogoSelect Sounds = ulogosel Priority = HIGH - Volume = 40% + Volume = 40.0% Type = UI EVERYONE End AudioEvent GUISliderBeep Sounds = uslider Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End @@ -297,7 +297,7 @@ AudioEvent GUIScoreScreenPictures Sounds = uscoscra Control = INTERRUPT Priority = HIGH - Volume = 40% + Volume = 40.0% Limit = 4 Type = WORLD EVERYONE End @@ -305,7 +305,7 @@ End AudioEvent GUIScoreScreenTick Sounds = umenuclc ; uscortic Priority = HIGH - Volume = 40% + Volume = 40.0% Control = INTERRUPT Limit = 1 Type = WORLD EVERYONE @@ -314,7 +314,7 @@ End AudioEvent GUICommunicatorOpen Sounds = ucomopen Priority = HIGH - Volume = 40% + Volume = 40.0% Type = UI EVERYONE End @@ -322,42 +322,42 @@ End AudioEvent GUICommunicatorIncoming Sounds = ucommess Priority = HIGH - Volume = 40% + Volume = 40.0% Type = UI EVERYONE End AudioEvent GUICommandBarClick Sounds = umenuclf ; ucombo Priority = HIGH - Volume = 45% + Volume = 45.0% Type = UI EVERYONE End AudioEvent GUIGenShortcutClick Sounds = ubutton3 ; ucombo Priority = HIGH - Volume = 55% + Volume = 55.0% Type = UI EVERYONE End AudioEvent RadarEvent Sounds = Priority = HIGH - Volume = 55% + Volume = 55.0% Type = UI PLAYER End AudioEvent PlaceBuilding Sounds = gconst1a - Volume = 45% + Volume = 45.0% Type = WORLD PLAYER Priority = LOW End AudioEvent CarMount Sounds = gcarmoua gcarmoub gcarmouc - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -367,9 +367,9 @@ AudioEvent CarCrush Sounds = gcarcrua Control = INTERRUPT Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -383,7 +383,7 @@ AudioEvent TurretMoveLoop PitchShift = -26.0 -16.0 MinRange = 100.0 MaxRange = 600.0 - Volume = 10% + Volume = 10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -396,15 +396,15 @@ AudioEvent TurretMoveLoopLoud PitchShift = -70.0 -50.0 MinRange = 100.0 MaxRange = 600.0 - Volume = 30% + Volume = 30.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent CrushTree Sounds = gtreimpa gtreimpb gtreimpc gtreimpd - Volume = 55% - VolumeShift = -20% + Volume = 55.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 ; MinRange = 100.00 ; MaxRange = 250.00 @@ -414,7 +414,7 @@ End AudioEvent FireHydrantBreak Sounds = ghydimpa - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -422,9 +422,9 @@ End AudioEvent GasStationDie Sounds = gexpgasa - Volume = 110% + Volume = 110.0% Limit = 1 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -433,8 +433,8 @@ End AudioEvent LampPostShear Sounds = glamimpa - Volume = 55% - VolumeShift = -20% + Volume = 55.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -442,8 +442,8 @@ End AudioEvent InfantryCrush Sounds = ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -453,9 +453,9 @@ AudioEvent VehicleDebris Sounds = gvehdeba gvehdebb gvehdebc gvehdebd gvehdebe Control = RANDOM Priority = LOWEST - Volume = 40% + Volume = 40.0% Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -463,9 +463,9 @@ End AudioEvent StreetSignImpact Sounds = gsigimpa Control = INTERRUPT - Volume = 70% + Volume = 70.0% Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -473,7 +473,7 @@ End AudioEvent EMPPulseWhoosh Sounds = sempexpl - Volume = 110% + Volume = 110.0% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -482,9 +482,9 @@ End AudioEvent TreeBounce Sounds = gtreboua - Volume = 60% + Volume = 60.0% Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 250.0 @@ -494,9 +494,9 @@ End AudioEvent LampPostBounce Sounds = glamboua - Volume = 65% + Volume = 65.0% Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -505,7 +505,7 @@ End AudioEvent NeutronMissileRelease Sounds = bneutlau Priority = HIGH - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -516,7 +516,7 @@ AudioEvent NapalmMissileMoveLoop Sounds = iroclo2a iroclo2b iroclo2c Attack = iroclo1 Decay = iroclo3 - Volume = 40% + Volume = 40.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -530,9 +530,9 @@ AudioEvent FireStormMissileWeapon Control = INTERRUPT RANDOM Priority = LOW Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -540,9 +540,9 @@ End AudioEvent FireStorm Sounds = gfiresta Priority = HIGH - Volume = 105% + Volume = 105.0% Limit = 1 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -550,9 +550,9 @@ End AudioEvent BlackNapalmFireStorm Sounds = gfiresta Priority = HIGH - Volume = 105% + Volume = 105.0% Limit = 1 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -562,11 +562,11 @@ AudioEvent ExplosionBarrel Sounds = gexpbara gexpbarb gexpbarc gexpbard gexpbare gexpbarf Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -20.0 20.0 - Volume = 100% + Volume = 100.0% Priority = LOW - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -574,11 +574,11 @@ AudioEvent CINE_ExplosionBarrel01 Sounds = gbridama gbridamb gexpdirb Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -20.0 20.0 - Volume = 100% + Volume = 100.0% Priority = LOW - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -586,17 +586,17 @@ AudioEvent CINE_ExplosionBarrel02 Sounds = gbridama gexpcard gexpglab Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -20.0 20.0 - Volume = 100% + Volume = 100.0% Priority = LOW - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End AudioEvent PoliceCarDie Sounds = vcopdia - Volume = 60% + Volume = 60.0% Limit = 2 ; MinRange = 100.0 ; MaxRange = 400.0 @@ -607,8 +607,8 @@ AudioEvent GarrisonEnter Sounds = ggarenta ggarentb ggarentc Control = RANDOM PitchShift = -10.0 10.0 - Volume = 70% - VolumeShift = -20% + Volume = 70.0% + VolumeShift = -20.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -617,40 +617,40 @@ AudioEvent GarrisonExit Sounds = ggarexia ggarexib ggarexic Control = RANDOM PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 80% + VolumeShift = -20.0% + Volume = 80.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent EnterPOWTruck Sounds = ggarenta - Volume = 80% - VolumeShift = -20% + Volume = 80.0% + VolumeShift = -20.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent ExitPOWTruck Sounds = ggarexia - VolumeShift = -20% - Volume = 80% + VolumeShift = -20.0% + Volume = 80.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent EnterPrison Sounds = ggarenta - Volume = 80% - VolumeShift = -20% + Volume = 80.0% + VolumeShift = -20.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent ExitPrison Sounds = ggarexia - VolumeShift = -20% - Volume = 80% + VolumeShift = -20.0% + Volume = 80.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -658,7 +658,7 @@ End AudioEvent RallyPointSet Sounds = uralset1 Priority = HIGH - Volume = 60% + Volume = 60.0% Type = WORLD PLAYER End @@ -666,14 +666,14 @@ AudioEvent UnableToSetRallyPoint Sounds = uralsetn ; MinRange = 200.0 ; MaxRange = 500.0 - MinVolume = 70% + MinVolume = 70.0% Priority = HIGH Type = WORLD PLAYER End AudioEvent NoCanDoSound Sounds = uralsetn - MinVolume = 30% + MinVolume = 30.0% Priority = HIGH Type = UI PLAYER End @@ -681,7 +681,7 @@ End AudioEvent NoCanPurchase Sounds = uralsetn - MinVolume = 30% + MinVolume = 30.0% Priority = HIGH Type = UI PLAYER End @@ -695,9 +695,9 @@ AudioEvent RangerCombatDropKillSound Control = RANDOM Priority = LOW PitchShift = -1.0 1.0 - VolumeShift = -15% + VolumeShift = -15.0% Limit = 4 - Volume = 75% ; 55 test + Volume = 75.0% ; 55 test MinRange = 400.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -709,9 +709,9 @@ AudioEvent RangerWeapon Control = RANDOM Priority = NORMAL PitchShift = -1.0 1.0 - VolumeShift = -15% + VolumeShift = -15.0% Limit = 3 - Volume = 75% ; 55 test + Volume = 75.0% ; 55 test ; MinRange = 200.0 ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE @@ -721,8 +721,8 @@ AudioEvent CrusaderTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -733,8 +733,8 @@ AudioEvent CrusaderTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -15% - Volume = 60% + VolumeShift = -15.0% + Volume = 60.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -742,10 +742,10 @@ End AudioEvent CrusaderTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM - Volume = 55% + Volume = 55.0% PitchShift = -2.0 2.0 Delay = 0 1000 - VolumeShift = -10% + VolumeShift = -10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -754,8 +754,8 @@ AudioEvent MilitiaTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -766,8 +766,8 @@ AudioEvent MilitiaTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 50% + VolumeShift = -10.0% + Volume = 50.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -775,10 +775,10 @@ End AudioEvent MilitiaTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM - Volume = 55% + Volume = 55.0% PitchShift = -2.0 2.0 Delay = 0 1000 - VolumeShift = -10% + VolumeShift = -10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -789,8 +789,8 @@ AudioEvent BattleDroneMoveStart Priority = LOW Delay = 0 800 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 50% + VolumeShift = -10.0% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -800,9 +800,9 @@ AudioEvent BattleDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 55% + Volume = 55.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -811,9 +811,9 @@ AudioEvent BattleDroneDie Sounds = vdrodiea vdrodieb vdrodiec Control = RANDOM Limit = 3 - Volume = 75% + Volume = 75.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -823,8 +823,8 @@ AudioEvent ScoutDroneMoveStart Priority = LOW Delay = 0 800 PitchShift = -2.0 2.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -834,9 +834,9 @@ AudioEvent ScoutDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 65% + Volume = 65.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -845,9 +845,9 @@ AudioEvent ScoutDroneDie Sounds = vdr2diea vdr2dieb vdr2diec Control = RANDOM Limit = 3 - Volume = 75% + Volume = 75.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -857,9 +857,9 @@ AudioEvent SpyDroneCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 75% + Volume = 75.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD PLAYER End @@ -870,8 +870,8 @@ AudioEvent TomahawkMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -20% - Volume = 55% + VolumeShift = -20.0% + Volume = 55.0% Type = WORLD SHROUDED EVERYONE End @@ -880,8 +880,8 @@ AudioEvent MedicMoveStart Priority = LOW Delay = 0 800 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 50% + VolumeShift = -10.0% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -890,8 +890,8 @@ AudioEvent DozerUSAMoveStart Delay = 0 800 Priority = LOW PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -901,8 +901,8 @@ AudioEvent NukeCannonMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -913,8 +913,8 @@ AudioEvent OverlordTankMoveStart Priority = LOW Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -924,8 +924,8 @@ AudioEvent InfernoCannonMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -935,8 +935,8 @@ AudioEvent DragonTankWeaponLoop Attack = vdralo1a Decay = vdralo3a PitchShift = -10.0 0.0 - VolumeShift = -15% - Volume = 50% + VolumeShift = -15.0% + Volume = 50.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -951,8 +951,8 @@ AudioEvent DragonTankMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Type = WORLD SHROUDED EVERYONE End @@ -961,8 +961,8 @@ AudioEvent TroopCrawlerMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -15% - Volume = 70% + VolumeShift = -15.0% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -972,8 +972,8 @@ AudioEvent ScudLauncherMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -981,7 +981,7 @@ AudioEvent BattleMasterTankMoveStart Sounds = vbmastaa vbmastab vbmastac vbmastad vbmastae PitchShift = -10.0 0.0 Delay = 0 800 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -990,8 +990,8 @@ AudioEvent BattlemasterTankWeapon Sounds = vbatweaa vbatweab Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -20% - Volume = 105% + VolumeShift = -20.0% + Volume = 105.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1003,8 +1003,8 @@ AudioEvent PaladinTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -1014,8 +1014,8 @@ AudioEvent PaladinTankWeapon Sounds = vpalweaa vpalweab vpalweac Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 115% + VolumeShift = -20.0% + Volume = 115.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1027,8 +1027,8 @@ AudioEvent RebelWeapon Limit = 3 Priority = NORMAL PitchShift = -2.0 2.0 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -1038,8 +1038,8 @@ AudioEvent RebelWeaponTranquilizer Limit = 2 Priority = NORMAL PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -1047,8 +1047,8 @@ AudioEvent InfernoCannonWeapon Sounds = vinfweaa vinfweab vinfweac Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 105% + VolumeShift = -10.0% + Volume = 105.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1060,8 +1060,8 @@ AudioEvent ScorpionTankMoveStart Delay = 0 400 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -1071,8 +1071,8 @@ AudioEvent MarauderTankMoveStart Delay = 0 400 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -1081,9 +1081,9 @@ AudioEvent MarauderTankWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -1093,9 +1093,9 @@ AudioEvent ScorpionMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End @@ -1106,9 +1106,9 @@ AudioEvent StingerMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 85% + Volume = 85.0% Type = WORLD SHROUDED EVERYONE End @@ -1117,9 +1117,9 @@ AudioEvent ComancheMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -1128,9 +1128,9 @@ AudioEvent ComancheRocketPodWeaponSound Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -1139,9 +1139,9 @@ AudioEvent RocketBuggyWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 4 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 70% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -1152,8 +1152,8 @@ AudioEvent RocketBuggyMoveStart Delay = 0 400 Priority = LOW PitchShift = -2.0 2.0 - VolumeShift = -10% - Volume = 50% + VolumeShift = -10.0% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -1162,8 +1162,8 @@ AudioEvent ToxinTractorMoveStart Delay = 0 400 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -1171,9 +1171,9 @@ AudioEvent TechnicalWeapon Control = RANDOM INTERRUPT Sounds = vtecweaa vtecweab vtecweac vtecwead vtecweae Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1182,8 +1182,8 @@ AudioEvent TechnicalWeaponLoop1 Control = LOOP ALL RANDOM Sounds = vteclo1a vteclo1b vteclo1c vteclo1d Decay = vteclo1e - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1192,8 +1192,8 @@ AudioEvent TechnicalWeaponLoop2 Control = LOOP ALL RANDOM Sounds = vteclo2a vteclo2b vteclo2c Decay = vteclo2d - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1205,8 +1205,8 @@ AudioEvent TechnicalMoveStart Priority = LOW Delay = 0 1400 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Type = WORLD SHROUDED EVERYONE End @@ -1217,8 +1217,8 @@ AudioEvent BombTruckMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -1227,8 +1227,8 @@ AudioEvent QuadCannonWeapon Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 Limit = 2 - VolumeShift = -15% - Volume = 75% + VolumeShift = -15.0% + Volume = 75.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1238,17 +1238,17 @@ AudioEvent QuadCannonMoveStart Delay = 0 700 Priority = LOW PitchShift = -2.0 2.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End AudioEvent SupplyTruckMoveStart Sounds = vcarstaa vcarstab vcarstac - Volume = 50% + Volume = 50.0% PitchShift = -5.0 5.0 Delay = 0 500 - VolumeShift = -20% + VolumeShift = -20.0% Control = RANDOM Limit = 3 Priority = LOW @@ -1260,8 +1260,8 @@ AudioEvent DozerChinaMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -1272,133 +1272,133 @@ End AudioEvent CommandCenterUSASelect Sounds = bcmasela Limit = 1 - Volume = 35% + Volume = 35.0% Type = UI PLAYER End AudioEvent CommandCenterChinaSelect Sounds = bcmcsela Limit = 1 - Volume = 35% + Volume = 35.0% Type = UI PLAYER End AudioEvent CommandCenterGLASelect Sounds = bcmgsela Limit = 1 - Volume = 35% + Volume = 35.0% Type = UI PLAYER End AudioEvent WarFactoryUSASelect Sounds = bwaasela Limit = 1 - Volume = 35% + Volume = 35.0% Type = UI PLAYER End AudioEvent WarFactoryChinaSelect Sounds = bwacsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent WarFactoryGLASelect Sounds = bwagsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent BarracksUSASelect Sounds = bbaasela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent BarracksChinaSelect Sounds = bbacsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent BarracksGLASelect Sounds = bbagsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent SupplyCenterUSASelect Sounds = bsuasela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent SupplyCenterChinaSelect Sounds = bsucsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent SupplyCenterGLASelect Sounds = bsugsela Limit = 1 - Volume = 40% + Volume = 40.0% End AudioEvent ColdFusionReactorSelect Sounds = bcolsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent NuclearReactorSelect Sounds = bnursela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent UndergroundGeneratorSelect Sounds = bundsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent AirfieldUSASelect Sounds = baiasela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent AirfieldChinaSelect Sounds = baicsela Limit = 1 - Volume = 35% + Volume = 35.0% Type = UI PLAYER End AudioEvent StrategyCenterSelect Sounds = bstrsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent StrategyCenter_BombardmentPlanUnpackSound Sounds = Limit = 2 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1406,7 +1406,7 @@ End AudioEvent StrategyCenter_BombardmentPlanPackSound Sounds = Limit = 1 - Volume = 30% + Volume = 30.0% Priority = LOW Type = UI PLAYER End @@ -1414,7 +1414,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanUnpack Sounds = Limit = 1 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1422,7 +1422,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop Sounds = Limit = 2 - Volume = 40% + Volume = 40.0% Priority = LOW MinRange = 100.0 MaxRange = 500.0 @@ -1432,7 +1432,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanPack Sounds = Limit = 1 - Volume = 40% + Volume = 40.0% Priority = LOW Type = UI PLAYER End @@ -1440,7 +1440,7 @@ End AudioEvent StrategyCenter_HoldTheLinePlanUnpack Sounds = Limit = 2 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1448,7 +1448,7 @@ End AudioEvent StrategyCenter_HoldTheLinePlanPack Sounds = Limit = 1 - Volume = 40% + Volume = 40.0% Priority = LOW Type = UI PLAYER End @@ -1460,8 +1460,8 @@ AudioEvent StrategyCenter_TurretMoveLoop Decay = vnuklo3a MinRange = 100.0 MaxRange = 500.0 - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -1470,7 +1470,7 @@ AudioEvent StrategyCenter_ArtilleryRound Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1481,14 +1481,14 @@ AudioEvent PropagandaCenterSelect Control = RANDOM Sounds = bprosela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent SupplyDropZoneSelect Sounds = bsupsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End @@ -1496,63 +1496,63 @@ End AudioEvent PalaceSelect Sounds = bpalsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent BunkerSelect Sounds = bbunsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent DetentionCampSelect Sounds = bdetsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent ParticleCannonSelect Sounds = bparsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent PatriotBatterySelect Sounds = bpatsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent StingerSiteSelect Sounds = bstisela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent ScudStormSelect Sounds = bscusela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent PrisonSelect Sounds = bprisela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent NuclearMissileSelect Sounds = bnumsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End @@ -1560,14 +1560,14 @@ AudioEvent SpeakerTowerSelect Control = RANDOM Sounds = bspesela bspeselb bspeselc Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent TunnelNetworkSelect Sounds = btunsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End @@ -1575,14 +1575,14 @@ End AudioEvent GattlingCannonSelect Sounds = bgatsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent BlackMarketSelect Sounds = bblasela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End @@ -1590,8 +1590,8 @@ End ; AudioEvent AmbientForest ; Control = LOOP RANDOM ; Priority = LOWEST -; Volume = 35% -; VolumeShift = -10% +; Volume = 35.0% +; VolumeShift = -10.0% ; PitchShift = -10.0 10.0 ; MinRange = 100.0 ; MaxRange = 250.0 @@ -1609,10 +1609,10 @@ AudioEvent ComancheAmbientLoop Attack = vcomlo1a Decay = vcomlo3a PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% MinRange = 100.0 MaxRange = 600.0 - Volume = 60% + Volume = 60.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1622,7 +1622,7 @@ AudioEvent ComancheDamagedLoop Control = LOOP ALL RANDOM Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a - Volume = 85% + Volume = 85.0% MinRange = 150.0 Limit = 2 Priority = LOW @@ -1634,7 +1634,7 @@ AudioEvent ComancheDamagedLoopGlobal Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a Type = WORLD GLOBAL - MinVolume = 90% + MinVolume = 90.0% Limit = 2 Priority = LOW End @@ -1642,14 +1642,14 @@ End AudioEvent CrowdPanic Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g - Volume = 65% + Volume = 65.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End AudioEvent CrowdPanicLong Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g - Volume = 65% + Volume = 65.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1657,7 +1657,7 @@ End AudioEvent CarBomberDie Sounds = vcardiea vcardieb vcardiec Control = INTERRUPT RANDOM - Volume = 60% + Volume = 60.0% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1667,9 +1667,9 @@ End AudioEvent DemoTrapExplosion Sounds = gexpdema gexpdemb gexpdemc Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1679,9 +1679,9 @@ End AudioEvent RocketBuggyPowerslide Sounds = vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih Control = RANDOM - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 40% + Volume = 40.0% Limit = 2 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -1690,9 +1690,9 @@ End AudioEvent RocketBuggyLand Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 50% + Volume = 50.0% Limit = 2 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -1701,9 +1701,9 @@ End AudioEvent CarDie Sounds = vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1712,9 +1712,9 @@ End AudioEvent TerroristSuicides Sounds = gexpmina gexpminb Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1723,12 +1723,12 @@ End AudioEvent ExplosionRocketBuggyMissile Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -15.0 15.0 - Volume = 85% + Volume = 85.0% Limit = 2 Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -1736,9 +1736,9 @@ End AudioEvent BuildingToppleDelayMetal Sounds = btopp01a Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1747,9 +1747,9 @@ End AudioEvent BuildingToppleDelayStone Sounds = btopp02a Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1758,9 +1758,9 @@ End AudioEvent BuildingFallingMetal Sounds = bfall01a Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% ; MinRange = 200.0 ; MaxRange = 500.0 Limit = 2 @@ -1771,9 +1771,9 @@ End AudioEvent BuildingFallingStone Sounds = bfall02a Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% ; MinRange = 200.0 ; MaxRange = 500.0 Limit = 2 @@ -1785,7 +1785,7 @@ AudioEvent BuildingDestroyStone Sounds = bgendief Control = RANDOM INTERRUPT Priority = LOW - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Limit = 1 Type = WORLD SHROUDED EVERYONE @@ -1797,10 +1797,10 @@ AudioEvent ExplosionGeneric Control = INTERRUPT RANDOM Limit = 1 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% + VolumeShift = -20.0% + Volume = 90.0% Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -1809,8 +1809,8 @@ AudioEvent BuildingCollapse1 Control = INTERRUPT RANDOM Limit = 1 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1820,8 +1820,8 @@ AudioEvent BuildingCollapse2 Control = INTERRUPT RANDOM Limit = 1 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1830,8 +1830,8 @@ AudioEvent BuildingCollapse3 Sounds = bcoll03a Limit = 1 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1842,8 +1842,8 @@ AudioEvent CarDamagedMoveLoop Limit = 2 Delay = 4000 10000 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -1852,8 +1852,8 @@ AudioEvent ComancheCrash Sounds = vcomcraa Limit = 3 PitchShift = -5.0 5.0 - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1864,14 +1864,14 @@ AudioEvent ComancheCrashGlobal PitchShift = -5.0 5.0 Type = WORLD GLOBAL Priority = NORMAL - MinVolume = 80% + MinVolume = 80.0% End AudioEvent ComancheDie Sounds = vcomdi1a Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1880,7 +1880,7 @@ AudioEvent MIGDie Sounds = vcomdi1a Limit = 3 PitchShift = -10.0 0.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1889,7 +1889,7 @@ AudioEvent MIGAfterburner Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -1901,10 +1901,10 @@ AudioEvent VehicleImpactLight Priority = LOW Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% ; MinRange = 200.00 ; MaxRange = 800.00 - Volume = 45% + Volume = 45.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1914,8 +1914,8 @@ AudioEvent VehicleImpactHeavy Control = RANDOM INTERRUPT Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -20% - Volume = 80% ; 60 test + VolumeShift = -20.0% + Volume = 80.0% ; 60 test Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1926,8 +1926,8 @@ AudioEvent DaisyCutterWeapon Limit = 3 Priority = HIGH PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% ; do not modify -mp + VolumeShift = -10.0% + Volume = 60.0% ; do not modify -mp Type = WORLD SHROUDED EVERYONE End @@ -1935,18 +1935,18 @@ AudioEvent ComancheSpinExplosion Sounds = vcomdi2a Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL - LowPassCutoff = 60% + LowPassCutoff = 60.0% Type = WORLD SHROUDED EVERYONE End AudioEvent BEAVIS_Boing Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1964,7 +1964,7 @@ AudioEvent DaisyCutterIgnite Sounds = sdaiigna Priority = HIGH Limit = 1 - Volume = 110% + Volume = 110.0% Type = WORLD SHROUDED EVERYONE End @@ -1973,15 +1973,15 @@ AudioEvent ExplosionDaisyCutter Priority = HIGH Control = INTERRUPT Limit = 1 - Volume = 140% - LowPassCutoff = 50% + Volume = 140.0% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End AudioEvent TechnicalWeaponUpgrade Sounds = gsalvage Limit = 1 - Volume = 70% + Volume = 70.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -1990,16 +1990,16 @@ AudioEvent DebrisBigMetal Sounds = gdebr01a gdebr01b Control = RANDOM Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent VehicleSkid Sounds = gskid01a - Volume = 90% + Volume = 90.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2007,9 +2007,9 @@ End AudioEvent QuadCannonCatchFire Sounds = vquadiea Limit = 1 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2018,9 +2018,9 @@ End AudioEvent TankDie Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 105% + Volume = 105.0% Limit = 4 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2031,8 +2031,8 @@ AudioEvent BuildingImpactHeavy Control = RANDOM INTERRUPT Limit = 2 PitchShift = -3.0 3.0 - VolumeShift = -20% - Volume = 65% + VolumeShift = -20.0% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2044,8 +2044,8 @@ AudioEvent BuildingImpactLight Limit = 3 PitchShift = -3.0 3.0 Delay = 0 500 - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Type = WORLD SHROUDED EVERYONE End @@ -2054,10 +2054,10 @@ AudioEvent TechnicalBodyfall Control = RANDOM Limit = 3 PitchShift = -3.0 3.0 - VolumeShift = -10% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 300.0 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2069,8 +2069,8 @@ AudioEvent ChinookAmbientLoop Attack = vchilo1a Decay = vchilo3a PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 45% + VolumeShift = -10.0% + Volume = 45.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -2083,7 +2083,7 @@ AudioEvent DamAmbientLoop Sounds = gdamlo1b gdamlo1c ; gdamlo1d Attack = gdamlo1a Limit = 1 - Volume = 65% + Volume = 65.0% MinRange = 100.0 MaxRange = 800.0 Priority = NORMAL @@ -2096,7 +2096,7 @@ AudioEvent DamDamageLoop1 Attack = gdamlo2a Limit = 1 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% MinRange = 200.0 MaxRange = 900.0 Priority = NORMAL @@ -2109,7 +2109,7 @@ AudioEvent DamDamageLoop2 Attack = gdamlo3a Limit = 1 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% MinRange = 250.0 MaxRange = 2000.0 Priority = NORMAL @@ -2122,7 +2122,7 @@ AudioEvent DamDamageLoop3 Attack = gdamlo5a Limit = 1 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% MinRange = 250.0 MaxRange = 2000.0 Priority = NORMAL @@ -2135,7 +2135,7 @@ AudioEvent DamBreakWaveLoop Attack = gdamlo4a Limit = 1 PitchShift = -5.0 5.0 - Volume = 130% + Volume = 130.0% MinRange = 600.0 MaxRange = 5000.0 Priority = NORMAL @@ -2145,18 +2145,18 @@ End AudioEvent DamBreakStage1 Sounds = gdambre1 Type = WORLD EVERYONE - Volume = 120% + Volume = 120.0% MinRange = 250.0 MaxRange = 2000.0 Priority = NORMAL - MinVolume = 100% + MinVolume = 100.0% End AudioEvent DamBreakStage2 Sounds = gdambre2 - Volume = 120% + Volume = 120.0% Priority = NORMAL - MinVolume = 100% + MinVolume = 100.0% MinRange = 250.0 MaxRange = 2000.0 Type = WORLD EVERYONE @@ -2164,9 +2164,9 @@ End AudioEvent DamBreakStage3 Sounds = gdambre3 - Volume = 120% + Volume = 120.0% Priority = NORMAL - MinVolume = 100% + MinVolume = 100.0% MinRange = 250.0 MaxRange = 2000.0 Type = WORLD EVERYONE @@ -2175,7 +2175,7 @@ End AudioEvent WaveRandomSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2183,7 +2183,7 @@ End AudioEvent ToxicGooSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 - Volume = 50% + Volume = 50.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2194,16 +2194,16 @@ AudioEvent RedGuardWeapon Sounds = iredweaa iredweab iredweac iredwead Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 95% ; 75 test + Volume = 95.0% ; 75 test Type = WORLD SHROUDED EVERYONE End AudioEvent DamAfterWake Sounds = gdamafte - Volume = 65% + Volume = 65.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2214,8 +2214,8 @@ AudioEvent ExplosionNeutron Priority = HIGH Control = INTERRUPT Limit = 1 - Volume = 110% - MinVolume = 80% + Volume = 110.0% + MinVolume = 80.0% Priority = CRITICAL MinRange = 1800.0 MaxRange = 20000.0 @@ -2227,8 +2227,8 @@ AudioEvent OverlordTankWeapon Sounds = voveweaa voveweab voveweac vovewead Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 110% + VolumeShift = -10.0% + Volume = 110.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2238,15 +2238,15 @@ AudioEvent BuildingNeutronMissileOpen Sounds = bneutrea Priority = HIGH Delay = 1300 1300 - Volume = 110% + Volume = 110.0% Type = WORLD SHROUDED EVERYONE End AudioEvent BuildingNeutronMissileLaunch Sounds = bneutlau Priority = HIGH - MinVolume = 80% - Volume = 110% + MinVolume = 80.0% + Volume = 110.0% Type = WORLD GLOBAL EVERYONE End @@ -2257,7 +2257,7 @@ AudioEvent BuildingNeutronMissileHiss PitchShift = -2.0 2.0 MinRange = 100.0 MaxRange = 500.0 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2268,7 +2268,7 @@ AudioEvent RedGuardCheer Control = RANDOM Limit = 2 PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Type = UI PLAYER End @@ -2277,13 +2277,13 @@ AudioEvent BattleCrySound Control = RANDOM Limit = 2 PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Type = UI PLAYER End AudioEvent MissionAccomplishedSound Sounds = ucheer - Volume = 75% + Volume = 75.0% Type = UI PLAYER End @@ -2294,7 +2294,7 @@ AudioEvent GenericFireLargeLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 3 - Volume = 65% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -2305,7 +2305,7 @@ AudioEvent GenericFireMediumLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 3 - Volume = 65% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -2313,7 +2313,7 @@ AudioEvent RaptorJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2323,7 +2323,7 @@ AudioEvent StealthJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2333,7 +2333,7 @@ AudioEvent AuroraJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2343,7 +2343,7 @@ AudioEvent A10ThunderboltMissileWeaponSound Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2353,11 +2353,11 @@ AudioEvent ExplosionJetMissile Sounds = gexpifva gexpifvb gexpifvc Priority = NORMAL Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 75% + Volume = 75.0% Limit = 1 - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -2366,7 +2366,7 @@ AudioEvent StealthFighterAmbientLoop Attack = vstelo1a Decay = vstelo3a Control = LOOP ALL RANDOM - Volume = 60% + Volume = 60.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2382,7 +2382,7 @@ AudioEvent AuroraBomberAmbientLoop Control = LOOP ALL RANDOM MinRange = 75.0 MaxRange = 700.0 - Volume = 70% + Volume = 70.0% Limit = 3 PitchShift = -3.0 3.0 Priority = LOW @@ -2396,7 +2396,7 @@ AudioEvent RaptorAmbientLoop Control = LOOP ALL RANDOM MinRange = 75.0 MaxRange = 700.0 - Volume = 60% + Volume = 60.0% Limit = 2 PitchShift = -3.0 3.0 Priority = LOW @@ -2408,7 +2408,7 @@ AudioEvent B52AmbientLoop ; Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 70% + Volume = 70.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2421,7 +2421,7 @@ AudioEvent CINE_B52AmbientLoop ; Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2434,7 +2434,7 @@ AudioEvent C130AmbientLoop Attack = v130lo1a Decay = v130lo3a Control = LOOP ALL RANDOM - Volume = 80% + Volume = 80.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2447,7 +2447,7 @@ AudioEvent MigAmbientLoop Attack = vmiglo1a Decay = vmiglo3a Control = LOOP ALL RANDOM - Volume = 55% + Volume = 55.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2460,7 +2460,7 @@ AudioEvent MigJetNapalmWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Priority = NORMAL @@ -2472,12 +2472,12 @@ AudioEvent BattleshipWeapon Priority = HIGH Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 110% + VolumeShift = -20.0% + Volume = 110.0% MinRange = 300.0 MaxRange = 1000.0 Limit = 3 - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -2489,7 +2489,7 @@ AudioEvent ExplosionBattleshipTarget MinRange = 200.0 MaxRange = 900.0 PitchShift = -10.0 10.0 - Volume = 120% + Volume = 120.0% Type = WORLD SHROUDED EVERYONE End @@ -2498,7 +2498,7 @@ AudioEvent BattleshipAmbientLoop Attack = vbshlo1a Decay = vbshlo3a Control = LOOP ALL RANDOM - Volume = 60% + Volume = 60.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2506,10 +2506,10 @@ End AudioEvent ScorpionTankWeapon Sounds = vscoweaa vscoweab vscoweac vscowead - Volume = 85% + Volume = 85.0% Limit = 3 PitchShift = -10.0 10.0 - VolumeShift = -20% + VolumeShift = -20.0% Control = INTERRUPT RANDOM Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2517,9 +2517,9 @@ End AudioEvent HumveeWeapon Sounds = vhumweaa vhumweab vhumweac vhumwead - Volume = 70% + Volume = 70.0% PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 Control = INTERRUPT RANDOM Priority = NORMAL @@ -2531,9 +2531,9 @@ AudioEvent HumveeWeaponTOW Control = INTERRUPT RANDOM Priority = LOW Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2543,7 +2543,7 @@ AudioEvent AmphibiousTransportMoveLoop Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a - Volume = 60% + Volume = 60.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2554,7 +2554,7 @@ AudioEvent FerryMoveLoop Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a - Volume = 100% + Volume = 100.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2562,10 +2562,10 @@ End AudioEvent HumveeMoveStart Sounds = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae - Volume = 60% + Volume = 60.0% PitchShift = -5.0 5.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Control = RANDOM Limit = 3 Priority = LOW @@ -2578,18 +2578,18 @@ AudioEvent TomahawkWeapon Delay = 0 300 Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent POWTruckUSAMoveStart Sounds = vpoastaa vpoastab vpoastac vpoastad - Volume = 55% + Volume = 55.0% PitchShift = -2.0 2.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2599,7 +2599,7 @@ End AudioEvent LockonTick Sounds = glockon Limit = 2 - MinVolume = 45% + MinVolume = 45.0% Type = WORLD PLAYER End @@ -2607,8 +2607,8 @@ AudioEvent DefectorTimerTick Sounds = ucapture Control = INTERRUPT Limit = 2 - Volume = 50% - VolumeShift = -10% + Volume = 50.0% + VolumeShift = -10.0% MinRange = 200.0 MaxRange = 1200.0 Priority = HIGH @@ -2619,7 +2619,7 @@ AudioEvent CaptureTick Sounds = ucapture Control = INTERRUPT Limit = 2 - Volume = 70% + Volume = 70.0% MinRange = 200.0 MaxRange = 1200.0 Type = WORLD SHROUDED EVERYONE @@ -2628,35 +2628,35 @@ End ; Radar event occurred showing a unit of ours is under attack AudioEvent RadarNotifyUnitUnderAttack Sounds = uwarning - Volume = 25% + Volume = 25.0% Type = UI PLAYER End ; Radar event occurred showing a harvester of ours is under attack AudioEvent RadarNotifyHarvesterUnderAttack Sounds = uwarning - Volume = 35% + Volume = 35.0% Type = UI PLAYER End ; Radar event occurred showing a structure of ours is under attack AudioEvent RadarNotifyStructureUnderAttack Sounds = uwarning - Volume = 35% + Volume = 35.0% Type = UI PLAYER End ; Radar event occurred showing one of our objects (not unit/structure) is under attack AudioEvent RadarNotifyUnderAttack Sounds = uwarning - Volume = 35% + Volume = 35.0% Type = UI PLAYER End ; Radar event occurred showing one of our objects (not unit/structure) is under attack AudioEvent RadarNotifyInfiltration Sounds = ; aangr01b - MinVolume = 55% + MinVolume = 55.0% Type = UI PLAYER End @@ -2664,9 +2664,9 @@ AudioEvent HeroGLAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2674,9 +2674,9 @@ AudioEvent HeroUSAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2690,7 +2690,7 @@ AudioEvent AmbientInfantryCharge1 PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 700.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2702,7 +2702,7 @@ AudioEvent AmbientCrowdAngryArabs1 PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 500.0 - Volume = 25% + Volume = 25.0% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -2711,7 +2711,7 @@ AudioEvent ScriptJetFlyBy1 Sounds = cjetf01a Control = INTERRUPT RANDOM Priority = HIGH - Volume = 80% + Volume = 80.0% Type = UI PLAYER End @@ -2720,7 +2720,7 @@ AudioEvent ScriptShellScream1 Control = INTERRUPT Priority = HIGH PitchShift = -10.0 10.0 - Volume = 60% + Volume = 60.0% Type = UI PLAYER End @@ -2729,7 +2729,7 @@ AudioEvent ScriptShellScream2 Control = INTERRUPT Priority = HIGH PitchShift = -10.0 10.0 - Volume = 60% + Volume = 60.0% Type = UI PLAYER End @@ -2739,9 +2739,9 @@ AudioEvent TunnelRocketWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2750,9 +2750,9 @@ AudioEvent RPGTrooperWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2761,9 +2761,9 @@ AudioEvent MissileDefenderWeapon Control = RANDOM Priority = NORMAL Limit = 5 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -2772,9 +2772,9 @@ AudioEvent TankHunterWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -2782,8 +2782,8 @@ End AudioEvent GattlingCannonWeapon Control = RANDOM INTERRUPT Sounds = bgatweaa bgatweab bgatweac bgatwead - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% MinRange = 175.0 Limit = 3 Priority = NORMAL @@ -2793,8 +2793,8 @@ End AudioEvent GattlingTankWeapon Control = RANDOM INTERRUPT Sounds = bgatweaa bgatweab bgatweac bgatwead - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% MinRange = 175.0 Limit = 3 Priority = NORMAL @@ -2805,8 +2805,8 @@ AudioEvent AngryMobWeaponPistol Control = RANDOM INTERRUPT Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2816,8 +2816,8 @@ AudioEvent AngryMobWeaponMolotov Control = RANDOM INTERRUPT Sounds = iangwe2a iangwe2b PitchShift = -20.0 10.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2833,7 +2833,7 @@ AudioEvent AngryMobAmbientLoop MaxRange = 500.0 Limit = 2 PitchShift = -5.0 5.0 - Volume = 50% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -2842,7 +2842,7 @@ AudioEvent GattlingWeaponLoopLevel1 Sounds = bgatlo2a bgatlo2b Attack = bgatlo1a Decay = bgatlo3a - Volume = 60% + Volume = 60.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2853,7 +2853,7 @@ AudioEvent GattlingWeaponLoopLevel2 Sounds = bgatlo5a bgatlo5b Attack = bgatlo4a Decay = bgatlo6a - Volume = 60% + Volume = 60.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2865,7 +2865,7 @@ AudioEvent GattlingWeaponLoopLevel3 Sounds = bgatlo8a bgatlo8b Attack = bgatlo7a Decay = bgatlo9a - Volume = 60% + Volume = 60.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2875,9 +2875,9 @@ End AudioEvent ToxinTractorContaminate Control = RANDOM INTERRUPT Sounds = vtoxcona vtoxconb vtoxconc - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2890,8 +2890,8 @@ AudioEvent ToxinTractorWeaponLoop Attack = vtoxlo1a Decay = vtoxlo3a PitchShift = -10.0 0.0 - VolumeShift = -15% - Volume = 70% + VolumeShift = -15.0% + Volume = 70.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2903,10 +2903,10 @@ AudioEvent ConvoyTruckMoveStart Sounds = vconstaa vconstab Control = RANDOM INTERRUPT Limit = 2 - Volume = 55% + Volume = 55.0% PitchShift = -2.0 2.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2916,8 +2916,8 @@ AudioEvent ConvoyTruckMoveLoop Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a - VolumeShift = -10% - Volume = 75% + VolumeShift = -10.0% + Volume = 75.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2925,8 +2925,8 @@ End AudioEvent ConvoyTruckSelect Sounds = vconsela vconselb Control = RANDOM - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% Type = WORLD SHROUDED EVERYONE End @@ -2936,18 +2936,18 @@ AudioEvent ExplosionCarpetBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent RadarVanMoveStart Sounds = vradstaa vradstab vradstac - Volume = 55% + Volume = 55.0% PitchShift = -5.0 5.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Control = RANDOM Limit = 3 Priority = LOW @@ -2956,10 +2956,10 @@ End AudioEvent CarMoveStart Sounds = vcarstaa vcarstab vcarstac - Volume = 55% + Volume = 55.0% PitchShift = -5.0 5.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Control = RANDOM Limit = 3 Priority = LOW @@ -2971,8 +2971,8 @@ End ; Sounds = ihijweaa ; Control = INTERRUPT RANDOM ; Limit = 2 -; VolumeShift = -10% -; Volume = 80% +; VolumeShift = -10.0% +; Volume = 80.0% ; Type = WORLD SHROUDED EVERYONE ; End @@ -2982,9 +2982,9 @@ AudioEvent ScudLauncherWeapon Delay = 0 300 Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End @@ -2992,32 +2992,32 @@ End AudioEvent HeroUSAChargePlace Sounds = iheuchar Priority = HIGH - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End AudioEvent HeroUSAChargeBeep Sounds = iheubeep - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End AudioEvent HeroUSATimeBombClick Sounds = iheutima iheutimb - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End AudioEvent StealthOn Sounds = gstealon - Volume = 70% + Volume = 70.0% Limit = 1 Type = WORLD SHROUDED EVERYONE End AudioEvent StealthOff Sounds = gstealof - Volume = 70% + Volume = 70.0% Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -3028,8 +3028,8 @@ AudioEvent HackerWeaponLoop Attack = ihaco1a Decay = ihaclo3a PitchShift = -10.0 10.0 - VolumeShift = -15% - Volume = 60% + VolumeShift = -15.0% + Volume = 60.0% MinRange = 100.0 MaxRange = 500.0 Limit = 2 @@ -3045,9 +3045,9 @@ AudioEvent BattleDroneWeapon Control = RANDOM INTERRUPT Priority = NORMAL ; PitchShift = -5.0 5.0 - VolumeShift = -15% + VolumeShift = -15.0% Limit = 3 - Volume = 70% + Volume = 70.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD SHROUDED EVERYONE @@ -3058,8 +3058,8 @@ AudioEvent ExplosionScudExplosive Control = INTERRUPT Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 100% + VolumeShift = -10.0% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3068,8 +3068,8 @@ AudioEvent TerroristCarBomb Sounds = itercara Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3078,8 +3078,8 @@ AudioEvent TerrorCellActivated Sounds = sambusha Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% - Volume = 110% + VolumeShift = -10.0% + Volume = 110.0% MinRange = 300.0 MaxRange = 2000.0 Priority = NORMAL @@ -3090,8 +3090,8 @@ AudioEvent RebelAmbushActivated Sounds = sambusha Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% - Volume = 130% + VolumeShift = -10.0% + Volume = 130.0% PitchShift = 0.0 20.0 MinRange = 300.0 MaxRange = 2000.0 @@ -3102,8 +3102,8 @@ AudioEvent MilitarySubtitlesTyping Sounds = utext1a Control = RANDOM Priority = HIGH - VolumeShift = -10% - Volume = 15% + VolumeShift = -10.0% + Volume = 15.0% Type = UI PLAYER End @@ -3112,7 +3112,7 @@ AudioEvent RaptorDie Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - Volume = 95% + Volume = 95.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3121,9 +3121,9 @@ AudioEvent RaptorCrash Sounds = vrapcraa Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 80% + Volume = 80.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3131,9 +3131,9 @@ End AudioEvent CargoJetFlambe Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3145,8 +3145,8 @@ AudioEvent GattlingTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 45% + VolumeShift = -10.0% + Volume = 45.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3156,36 +3156,36 @@ AudioEvent RaptorAfterburner Sounds = vjetafta Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 100% + Volume = 100.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent RadarLockOnTone Sounds = cloctone - Volume = 20% + Volume = 20.0% Type = UI PLAYER End AudioEvent BinkHandle - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent ExecuteDemoralize Sounds = uconst1a Priority = HIGH - Volume = 15% + Volume = 15.0% Type = UI PLAYER End AudioEvent RangerFlashBangWeapon Sounds = iranflaa iranflab PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3193,8 +3193,8 @@ End AudioEvent ExplosionFlashBang Sounds = gexpflaa gexpflab gexpflac PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3204,7 +3204,7 @@ AudioEvent A10ThunderboltAmbientLoop Attack = va10lo1a Decay = va10lo3a Control = LOOP ALL RANDOM - Volume = 70% + Volume = 70.0% MinRange = 50.0 MaxRange = 700.0 Limit = 3 @@ -3216,7 +3216,7 @@ End AudioEvent A10ThunderboltDive Sounds = va10diva va10divb Control = RANDOM - Volume = 100% + Volume = 100.0% Limit = 1 PitchShift = -5.0 5.0 MinRange = 250.0 @@ -3229,16 +3229,16 @@ AudioEvent ExplosionA10ThunderboltMissile Sounds = gexpifva gexpifvb gexpifvc Priority = NORMAL Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 85% + Volume = 85.0% Limit = 1 Type = WORLD SHROUDED EVERYONE End AudioEvent PreDirtyNukeDetonation Sounds = gairraid - Volume = 70% + Volume = 70.0% Type = WORLD GLOBAL EVERYONE End @@ -3248,7 +3248,7 @@ AudioEvent ScudStormLaunch Priority = HIGH Limit = 4 PitchShift = -5.0 5.0 - Volume = 105% + Volume = 105.0% Type = WORLD SHROUDED EVERYONE End @@ -3256,7 +3256,7 @@ End AudioEvent ScudStormInitiated Sounds = sscuread Priority = HIGH - Volume = 90% + Volume = 90.0% Type = WORLD GLOBAL EVERYONE End @@ -3279,7 +3279,7 @@ AudioEvent BombTruckDisguiseRevealedSuccess Control = RANDOM Limit = 2 PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Priority = NORMAL Type = UI End @@ -3295,8 +3295,8 @@ AudioEvent PaladinPointDefenseLaserPulse Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d Control = RANDOM INTERRUPT PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 75% + VolumeShift = -10.0% + Volume = 75.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3305,7 +3305,7 @@ End AudioEvent BeaconPlaced Sounds = uralset1 Priority = HIGH - Volume = 70% + Volume = 70.0% Type = WORLD PLAYER End @@ -3313,7 +3313,7 @@ AudioEvent BeaconPlacementFailed Sounds = uralsetn ; MinRange = 100.0 ; MaxRange = 500.0 - MinVolume = 80% + MinVolume = 80.0% Priority = HIGH Type = WORLD PLAYER End @@ -3322,9 +3322,9 @@ End AudioEvent GenericMissileDisintegration Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 85% + Volume = 85.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3335,9 +3335,9 @@ AudioEvent PatriotBatteryWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End @@ -3345,9 +3345,9 @@ AudioEvent PathfinderWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3356,9 +3356,9 @@ AudioEvent JarmenKellWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3367,9 +3367,9 @@ AudioEvent JarmenKellWeaponSnipe Sounds = ijarwe2a Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3377,7 +3377,7 @@ End AudioEvent BridgeDamaged Sounds = gbridama gbridamb Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3389,15 +3389,15 @@ AudioEvent BombTruckDefaultBombDetonation Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% + VolumeShift = -20.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent BridgeRepaired Sounds = gbrirepa - Volume = 90% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3410,8 +3410,8 @@ AudioEvent BombTruckBioBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% + VolumeShift = -20.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3424,8 +3424,8 @@ AudioEvent BombTruckHighExplosiveBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% + VolumeShift = -20.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3438,7 +3438,7 @@ AudioEvent ParticleUplinkCannon_PowerupSoundLoop MinRange = 300.0 MaxRange = 1000.0 Limit = 2 - Volume = 110% + Volume = 110.0% Priority = CRITICAL Type = WORLD SHROUDED EVERYONE End @@ -3449,7 +3449,7 @@ AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop Control = LOOP ALL RANDOM MinRange = 300.0 MaxRange = 1000.0 - Volume = 110% + Volume = 110.0% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3462,7 +3462,7 @@ AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop Control = LOOP ALL RANDOM MinRange = 300.0 MaxRange = 1000.0 - Volume = 120% + Volume = 120.0% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3476,7 +3476,7 @@ AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop Decay = sparlo4e MinRange = 1800.0 MaxRange = 20000.0 - Volume = 110% + Volume = 110.0% Limit = 2 Priority = CRITICAL Type = WORLD EVERYONE @@ -3484,8 +3484,8 @@ End AudioEvent FireArtilleryCannonSound Sounds = sartweaa - Volume = 110% - MinVolume = 70% + Volume = 110.0% + MinVolume = 70.0% Priority = HIGH Type = WORLD GLOBAL EVERYONE End @@ -3497,7 +3497,7 @@ AudioEvent TrainRunningLoop Decay = gtralo3a MinRange = 250.0 MaxRange = 1500.0 - Volume = 90% + Volume = 90.0% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3508,8 +3508,8 @@ AudioEvent TrainClicketyClack Sounds = gtraclaa gtraclab gtraclac gtraclad Control = RANDOM PitchShift = 0.0 30.0 - VolumeShift = -20% - Volume = 70% + VolumeShift = -20.0% + Volume = 70.0% Limit = 5 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3518,8 +3518,8 @@ End AudioEvent ArtilleryBarrageIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Control = RANDOM - Volume = 70% - VolumeShift = -20% + Volume = 70.0% + VolumeShift = -20.0% Limit = 4 MinRange = 300.0 MaxRange = 2000.0 @@ -3532,7 +3532,7 @@ AudioEvent NukeCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Delay = 400 1000 Control = RANDOM - Volume = 60% + Volume = 60.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3542,7 +3542,7 @@ AudioEvent InfernoCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Delay = 300 700 Control = RANDOM - Volume = 60% + Volume = 60.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3551,7 +3551,7 @@ End AudioEvent TrainWhistle Sounds = gtrawhia - Volume = 60% + Volume = 60.0% Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -3560,12 +3560,12 @@ End AudioEvent MineExplosion Sounds = gexpmina gexpminb Control = INTERRUPT RANDOM - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -15.0 15.0 - Volume = 80% + Volume = 80.0% Limit = 3 Priority = HIGH - ; LowPassCutoff = 50% + ; LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -3573,8 +3573,8 @@ AudioEvent MineClearedByWorker Sounds = gminecla gmineclb Control = INTERRUPT RANDOM PitchShift = -20.0 20.0 - VolumeShift = -15% - Volume = 80% + VolumeShift = -15.0% + Volume = 80.0% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3584,8 +3584,8 @@ AudioEvent MineClearedByDozer Sounds = gminecla gmineclb Control = INTERRUPT RANDOM PitchShift = -20.0 20.0 - VolumeShift = -15% - Volume = 80% + VolumeShift = -15.0% + Volume = 80.0% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3594,7 +3594,7 @@ End AudioEvent MineFieldPlaced Sounds = gminepla Control = INTERRUPT RANDOM - Volume = 100% + Volume = 100.0% Limit = 1 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3603,7 +3603,7 @@ End AudioEvent ExplosionClusterMine Sounds = scluster Control = INTERRUPT RANDOM - Volume = 100% + Volume = 100.0% Limit = 1 MinRange = 200.0 MaxRange = 1000.0 @@ -3615,7 +3615,7 @@ End AudioEvent ColonelBurtonPlantCharge Sounds = icolseta Control = INTERRUPT RANDOM - Volume = 80% + Volume = 80.0% Limit = 1 Delay = 5500 5500 Priority = HIGH @@ -3628,15 +3628,15 @@ AudioEvent ColonelBurtonWeapon Limit = 2 Priority = NORMAL PitchShift = -5.0 5.0 - VolumeShift = -15% - Volume = 95% + VolumeShift = -15.0% + Volume = 95.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent BlackLotusPack Sounds = iblasetb - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL @@ -3645,7 +3645,7 @@ End AudioEvent BlackLotusUnpack Sounds = iblaseta - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL @@ -3655,7 +3655,7 @@ End AudioEvent BlackLotusTrigger Sounds = Control = INTERRUPT RANDOM - Volume = 70% + Volume = 70.0% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3667,8 +3667,8 @@ AudioEvent BlackLotusPrepLoop Attack = ihaclo1a Decay = ihaclo3a Priority = LOW - Volume = 50% - VolumeShift = -10% + Volume = 50.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3676,7 +3676,7 @@ End AudioEvent HackerPack Sounds = iblasetb - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL @@ -3686,7 +3686,7 @@ End AudioEvent HackerUnpack Sounds = ihacseta Control = INTERRUPT RANDOM - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL @@ -3699,8 +3699,8 @@ AudioEvent HackerPrepLoop Attack = ihaclo1a Decay = ihaclo3a Priority = LOW - Volume = 50% - VolumeShift = -10% + Volume = 50.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3709,9 +3709,9 @@ End AudioEvent HackerCashPing Sounds = ihaccasa ihaccasb - VolumeShift = -5% + VolumeShift = -5.0% Limit = 2 - Volume = 20% + Volume = 20.0% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -3720,8 +3720,8 @@ AudioEvent BombTickTimed Sounds = icoltima icoltimb icoltimc Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3730,7 +3730,7 @@ AudioEvent BombTickRemote Sounds = icolbeep Control = INTERRUPT Limit = 3 - Volume = 65% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3739,7 +3739,7 @@ AudioEvent AvalancheCrack Sounds = btopp02a Control = INTERRUPT PitchShift = -50.0 -50.0 - Volume = 120% + Volume = 120.0% Limit = 10 Type = WORLD SHROUDED EVERYONE End @@ -3749,7 +3749,7 @@ AudioEvent IRPing Control = INTERRUPT PitchShift = 100.0 100.0 Limit = 3 - Volume = 25% + Volume = 25.0% Type = WORLD SHROUDED EVERYONE End @@ -3758,7 +3758,7 @@ AudioEvent IRPingLoud Control = INTERRUPT PitchShift = 120.0 120.0 Limit = 3 - Volume = 35% + Volume = 35.0% Type = WORLD SHROUDED EVERYONE End @@ -3767,16 +3767,16 @@ AudioEvent AngryMobWeaponAK47 Sounds = iangwe3a iangwe3b iangwe3c iangwe3d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 75% + Volume = 75.0% Type = WORLD SHROUDED EVERYONE End AudioEvent WallSandDie Sounds = gwalbdia - Volume = 70% + Volume = 70.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3785,7 +3785,7 @@ End AudioEvent WallStoneDie Sounds = gwalsdia gwalsdib Control = RANDOM - Volume = 70% + Volume = 70.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3794,7 +3794,7 @@ End AudioEvent WallWoodDie Sounds = gwalwdia gwalwdib Control = RANDOM - Volume = 70% + Volume = 70.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3803,7 +3803,7 @@ End AudioEvent WallMetalDie Sounds = gwalmdia gwalmdib Control = RANDOM - Volume = 70% + Volume = 70.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3811,7 +3811,7 @@ End AudioEvent POWTruckEnter Sounds = vpowenta - Volume = 90% + Volume = 90.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3819,7 +3819,7 @@ End AudioEvent POWTruckExit Sounds = vpowexia - Volume = 100% + Volume = 100.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3827,7 +3827,7 @@ End AudioEvent HumveeEnter Sounds = vhumenta vhumentb vhumentc - Volume = 100% + Volume = 100.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3835,7 +3835,7 @@ End AudioEvent HumveeExit Sounds = vhumexia vhumexib vhumexic - Volume = 100% + Volume = 100.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3845,7 +3845,7 @@ AudioEvent RailroadBridgeMetalFatigue Sounds = btopp01a Limit = 2 PitchShift = -40.0 -10.0 - Volume = 110% + Volume = 110.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3855,9 +3855,9 @@ AudioEvent ComancheWeaponMachineGun Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15% + VolumeShift = -15.0% Limit = 3 - Volume = 70% + Volume = 70.0% ; MinRange = 400.0 ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE @@ -3868,7 +3868,7 @@ End AudioEvent RiverSplash5000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 80% + Volume = 80.0% PitchShift = 10.0 30.0 Delay = 5000 5000 Priority = LOW @@ -3878,7 +3878,7 @@ End AudioEvent RiverSplash6000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 100% + Volume = 100.0% PitchShift = 0.0 11.0 Delay = 6000 6000 Priority = LOW @@ -3888,7 +3888,7 @@ End AudioEvent RiverSplash7000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 80% + Volume = 80.0% PitchShift = 30.0 70.0 Delay = 7000 7000 Priority = LOW @@ -3898,33 +3898,33 @@ End AudioEvent RadarOn Sounds = gradarup Limit = 1 - Volume = 45% + Volume = 45.0% Type = UI PLAYER End AudioEvent RadarOff Sounds = gradardn Limit = 1 - Volume = 45% + Volume = 45.0% Type = UI PLAYER End AudioEvent ExplosionMiniNuke Sounds = gexpnuka Control = INTERRUPT RANDOM - Volume = 110% + Volume = 110.0% Limit = 3 Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End AudioEvent ExplosionFire Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3933,9 +3933,9 @@ End AudioEvent ExplosionArtilleryBarrage Sounds = gexparta gexpartb gexpartc Control = INTERRUPT RANDOM - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -20.0 20.0 - Volume = 100% + Volume = 100.0% Limit = 5 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3943,7 +3943,7 @@ End AudioEvent BuildingDisabled Sounds = gpowerdn - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3952,7 +3952,7 @@ End AudioEvent BuildingEnabled Sounds = gpowerup - Volume = 80% + Volume = 80.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3966,13 +3966,13 @@ AudioEvent PoliceCarSirenLoop Limit = 2 MinRange = 100.0 ; MaxRange = 400.0 - Volume = 60% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End AudioEvent CivilianChinaMaleDie Sounds = icimcdia icimcdib icimcdic icimcdid icimcdie icimcdif icimcdig icimcdih icimcdii icimcdij - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3980,7 +3980,7 @@ End AudioEvent CivilianChinaFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifcdif icifcdig icifcdih icifcdii icifcdij - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3989,7 +3989,7 @@ End AudioEvent CivilianArabMaleDie Sounds = icimadia icimadib icimadic icimadid icimadie icimadif icimadig icimadih icimadii icimadij - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3997,7 +3997,7 @@ End AudioEvent CivilianArabFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifdif icifcdig icifcdih icifcdii icifcdij - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4010,8 +4010,8 @@ AudioEvent OverlordTankTurretMoveLoop Decay = vovelo3a MinRange = 75.0 MaxRange = 600.0 - VolumeShift = -20% - Volume = 40% + VolumeShift = -20.0% + Volume = 40.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -4020,10 +4020,10 @@ End AudioEvent BuildingDie Sounds = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 110% + Volume = 110.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4031,10 +4031,10 @@ End AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 110% + Volume = 110.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4042,10 +4042,10 @@ End AudioEvent VehicleDamagedState Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 80% + Volume = 80.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4054,8 +4054,8 @@ AudioEvent NukeCannonWeapon Sounds = vnukweaa Control = INTERRUPT PitchShift = -5.0 5.0 - VolumeShift = -20% - Volume = 110% + VolumeShift = -20.0% + Volume = 110.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4064,8 +4064,8 @@ End AudioEvent ExplosionAnthraxBomb Sounds = santexpl - Volume = 120% - MinVolume = 80% + Volume = 120.0% + MinVolume = 80.0% Limit = 3 Priority = CRITICAL MinRange = 1800.0 @@ -4076,14 +4076,14 @@ End AudioEvent NukeCannonDeploy Sounds = vnukde1a - Volume = 100% + Volume = 100.0% PitchShift = -20.0 0.0 Type = WORLD SHROUDED EVERYONE End AudioEvent NukeCannonUnDeploy Sounds = vnukde2a - Volume = 100% + Volume = 100.0% PitchShift = -20.0 0.0 Type = WORLD SHROUDED EVERYONE End @@ -4093,16 +4093,16 @@ AudioEvent RepairSparks Sounds = ; gsparksa gsparksb needs to be revisited. Control = RANDOM Limit = 4 - Volume = 50% + Volume = 50.0% PitchShift = -10.0 10.0 - VolumeShift = -20% + VolumeShift = -20.0% Type = WORLD SHROUDED EVERYONE End AudioEvent DieByFireUSA Sounds = idiufira idiufirb idiufirc idiufird idiufire idiufirf idiufirg idiufirh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4111,7 +4111,7 @@ End AudioEvent DieByFireGLA Sounds = idigfira idigfirb idigfirc idigfird idigfire idigfirf idigfirg idigfirh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4120,7 +4120,7 @@ End AudioEvent DieByFireChina Sounds = idicfira idicfirb idicfirc idicfird idicfire idicfirf idicfirg idicfirh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4129,7 +4129,7 @@ End AudioEvent DieByFireFemale Sounds = idiffira idiffirb idiffirc idiffird Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4141,7 +4141,7 @@ End AudioEvent DieByToxinUSA Sounds = idiutoxa idiutoxb idiutoxc idiutoxd idiutoxe idiutoxf idiutoxg idiutoxh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4150,7 +4150,7 @@ End AudioEvent DieByToxinGLA Sounds = idigtoxa idigtoxb idigtoxc idigtoxd idigtoxe idigtoxf idigtoxg idigtoxh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4159,7 +4159,7 @@ End AudioEvent DieByToxinChina Sounds = idictoxa idictoxb idictoxc idictoxd idictoxe idictoxf idictoxg idictoxh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4168,7 +4168,7 @@ End AudioEvent DieByToxinFemale Sounds = idiftoxa idiftoxb idiftoxc idiftoxd Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4182,36 +4182,36 @@ AudioEvent NukeCannonTurretMoveLoop Decay = vnuklo3a ; MinRange = 100.0 ; MaxRange = 400.0 - VolumeShift = -10% - Volume = 45% + VolumeShift = -10.0% + Volume = 45.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent SalvageUpgrade Sounds = gsalvage - Volume = 80% + Volume = 80.0% Priority = HIGH Type = WORLD SHROUDED PLAYER End AudioEvent OverlordExpansion Sounds = voveupgr - Volume = 90% + Volume = 90.0% Priority = HIGH Type = WORLD SHROUDED PLAYER End AudioEvent SpySatellite Sounds = sspysate - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD PLAYER End AudioEvent CrateCash Sounds = gcracash - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4224,7 +4224,7 @@ AudioEvent FireStormLoop Control = RANDOM LOOP ALL Priority = NORMAL Limit = 3 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -4234,7 +4234,7 @@ AudioEvent ToxinTractorDie Delay = 300 500 Control = RANDOM PitchShift = -15.0 15.0 - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4245,9 +4245,9 @@ AudioEvent BuildingDebris Sounds = gbuideba gbuidebb gbuidebc gbuidebd gbuidebe gbuidebf gbuidebg gbuidebh gbuidebi gbuidebj gbuidebk gbuidebl gbuidebm gbuidebn gbuidebo gbuidebp Control = RANDOM Limit = 3 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -4256,7 +4256,7 @@ AudioEvent MoneyDeposited Sounds = ucredupa Control = RANDOM Limit = 3 - Volume = 30% + Volume = 30.0% Priority = LOW Type = UI PLAYER End @@ -4265,7 +4265,7 @@ AudioEvent MoneyWithdraw Sounds = ucreddna Control = RANDOM Limit = 3 - Volume = 30% + Volume = 30.0% Priority = LOW Type = UI PLAYER End @@ -4274,8 +4274,8 @@ AudioEvent CratePickupSound Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 120% + VolumeShift = -10.0% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End @@ -4283,8 +4283,8 @@ AudioEvent CrateHeal Sounds = Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 120% + VolumeShift = -10.0% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End @@ -4292,8 +4292,8 @@ AudioEvent CrateShroud Sounds = Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 120% + VolumeShift = -10.0% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End @@ -4301,9 +4301,9 @@ AudioEvent CrateMoney Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10% + VolumeShift = -10.0% MinRange = 150.0 - Volume = 120% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End @@ -4311,16 +4311,16 @@ AudioEvent CrateFreeUnit Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 120% + VolumeShift = -10.0% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End AudioEvent UnitPromoted Sounds = gunitpra Limit = 1 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Type = WORLD SHROUDED PLAYER End @@ -4331,10 +4331,10 @@ AudioEvent CivPropPlaneAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 60% + Volume = 60.0% ; MinRange = 200.0 ; MaxRange = 600.0 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4345,8 +4345,8 @@ AudioEvent CivAirportAmbience Control = LOOP RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4359,8 +4359,8 @@ AudioEvent CivIndustrialPlantAmbientLoop Decay = bindlo2a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4372,8 +4372,8 @@ AudioEvent ChemBunkerDamagedAmbientLoop Decay = btoxlo2a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4387,8 +4387,8 @@ AudioEvent ToxicPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4398,8 +4398,8 @@ AudioEvent ToxicPoolDie Sounds = gtoxlo3a Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4412,8 +4412,8 @@ AudioEvent AnthraxPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4425,8 +4425,8 @@ AudioEvent AnthraxPoolDie Sounds = gantlo3a Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4440,8 +4440,8 @@ AudioEvent RadiationPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4450,8 +4450,8 @@ AudioEvent RadiationPoolDie Sounds = gantlo3a Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4463,8 +4463,8 @@ AudioEvent HotelAmbientDiver Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4475,8 +4475,8 @@ AudioEvent HotelAmbientSwimmerLoop Sounds = auhosw1a auhosw1b auhosw1c auhosw1d auhosw1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4486,8 +4486,8 @@ AudioEvent HotelAmbientTennisLoop Sounds = auhote1a auhote1b auhote1c auhote1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4498,8 +4498,8 @@ AudioEvent CraneAmbience Control = LOOP ALL RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4513,8 +4513,8 @@ AudioEvent OilDerrickAmbientLoop Control = LOOP ALL RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4524,9 +4524,9 @@ AudioEvent FarmAmbientLoop Control = LOOP ALL RANDOM Sounds = addfam1a addfam1b addfam1c addfam1d addfam1e Priority = LOWEST - Volume = 65% + Volume = 65.0% Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4539,8 +4539,8 @@ AudioEvent CowAmbience Control = LOOP RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4551,7 +4551,7 @@ AudioEvent DocksWallaLoop Sounds = addowl1a addowl1b addowl1c addowl1d addowl1e addowl1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% Limit = 1 PitchShift = -5.0 5.0 ; MinRange = 200.0 @@ -4565,8 +4565,8 @@ AudioEvent ParkChimes Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4577,8 +4577,8 @@ AudioEvent DocksUrbanBirdsAmbience Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4590,8 +4590,8 @@ AudioEvent IndustrialYardAmbientLoop Sounds = auiyam1a auiyam1b auiyam1c auiyam1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4602,8 +4602,8 @@ AudioEvent ChinaNightClubLoop Sounds = aunccl1a aunccl1b Control = LOOP RANDOM Priority = LOWEST - Volume = 80% - VolumeShift = -5% + Volume = 80.0% + VolumeShift = -5.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4614,7 +4614,7 @@ AudioEvent DocksVillageWaterLapping Sounds = addowa1a addowa1b addowa1c addowa1d addowa1e addowa1f addowa1g addowa1h Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% Limit = 2 PitchShift = -5.0 5.0 ; MinRange = 200.0 @@ -4627,8 +4627,8 @@ AudioEvent PlaygroundAmbience Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4643,8 +4643,8 @@ AudioEvent Amb_DesertFarmGoat Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4656,8 +4656,8 @@ AudioEvent Amb_DesertFarmRooster Control = LOOP RANDOM Delay = 10000 15000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4669,8 +4669,8 @@ AudioEvent Amb_DesertFarmSheep Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4682,8 +4682,8 @@ AudioEvent Amb_DesertMarketBell Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4694,8 +4694,8 @@ AudioEvent Amb_DesertMarketCarHorn Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4708,8 +4708,8 @@ AudioEvent Amb_DesertMarketDog Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4721,8 +4721,8 @@ AudioEvent Amb_DesertMarketDog2 Control = LOOP RANDOM Delay = 3000 15000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4734,8 +4734,8 @@ AudioEvent Amb_DesertMarketGoat Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 100.0 ; MaxRange = 800.0 @@ -4747,8 +4747,8 @@ AudioEvent Amb_DesertMarketMoped Control = LOOP Delay = 9000 15000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4759,7 +4759,7 @@ AudioEvent Amb_DesertMarketWallaMusicLoop Sounds = addmmu1a addmmu1b addmmu1c addmmu1d addmmu1e addmmu1f addmmu1g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% + Volume = 60.0% Limit = 2 MinRange = 75.0 MaxRange = 700.0 @@ -4770,7 +4770,7 @@ AudioEvent Amb_DesertMarketWallaLoop Sounds = addmwl1a addmwl1b addmwl1c addmwl1d addmwl1e addmwl1f addmwl1g addmwl1h ; addmwl1i Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% + Volume = 60.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 75.0 @@ -4782,7 +4782,7 @@ AudioEvent Amb_DesertMarketWallaWomenLoop Sounds = addmwo1a addmwo1b addmwo1c addmwo1d addmwo1e addmwo1f addmwo1g addmwo1h addmwo1i Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% + Volume = 60.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 75.0 @@ -4795,8 +4795,8 @@ AudioEvent Amb_DesertNatureDayBirds Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4808,8 +4808,8 @@ AudioEvent Amb_DesertNatureDayBirds2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4821,8 +4821,8 @@ AudioEvent Amb_DesertNatureDayInsects Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4833,8 +4833,8 @@ AudioEvent Amb_DesertNatureDayInsects2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4846,8 +4846,8 @@ AudioEvent Amb_DesertNatureDayInsects3 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 100% - VolumeShift = -10% + Volume = 100.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4858,7 +4858,7 @@ AudioEvent Amb_DesertNatureWindThinLoop Sounds = addnwi1a addnwi1b addnwi1c addnwi1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 105% + Volume = 105.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 75.0 @@ -4870,7 +4870,7 @@ AudioEvent Amb_DesertNatureWindTreesLoop Sounds = addnwi2a addnwi2b addnwi2c addnwi2d addnwi2e addnwi2f addnwi2g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% Limit = 2 PitchShift = -5.0 5.0 ; MinRange = 200.0 @@ -4882,7 +4882,7 @@ AudioEvent Amb_DesertNatureWindThickLoop Sounds = addnwi3a addnwi3b addnwi3c addnwi3d addnwi3e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90% + Volume = 90.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 75.0 @@ -4894,8 +4894,8 @@ AudioEvent Amb_DesertVillageDayBirds Sounds = addvbi1a addvbi1b addvbi1c addvbi1d addvbi1e addvbi1f addvbi1g Control = LOOP RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4907,8 +4907,8 @@ AudioEvent Amb_DesertVillageDayBirds2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4921,8 +4921,8 @@ AudioEvent Amb_DesertVillageDayDog Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4934,8 +4934,8 @@ AudioEvent Amb_DesertVillageKids Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4947,8 +4947,8 @@ AudioEvent Amb_DesertVillageKids2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4959,7 +4959,7 @@ AudioEvent Amb_DesertVillageDayMenLoop Sounds = addvma1a addvma1b addvma1c addvma1d addvma1e addvma1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65% + Volume = 65.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 75.0 @@ -4972,8 +4972,8 @@ AudioEvent Amb_DesertVillageDayMoped Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4985,8 +4985,8 @@ AudioEvent Amb_DesertVillageDayRooster Control = LOOP RANDOM Delay = 10000 15000 Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4997,7 +4997,7 @@ AudioEvent Amb_DesertVillageDayWallaLoop Sounds = addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1e addvwl1f ; addvwl1g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65% + Volume = 65.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 75.0 @@ -5010,7 +5010,7 @@ AudioEvent Amb_DesertNatureNightInsectLoop Sounds = adnnin1a adnnin1b adnnin1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% + Volume = 60.0% Limit = 2 PitchShift = -2.0 2.0 MinRange = 75.0 @@ -5023,8 +5023,8 @@ AudioEvent Amb_DesertVillageNightCat Control = LOOP RANDOM Delay = 10000 18000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5036,8 +5036,8 @@ AudioEvent Amb_DesertVillageNightDog Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5049,8 +5049,8 @@ AudioEvent Amb_DesertVillageNightDog2 Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5061,7 +5061,7 @@ AudioEvent Amb_DesertVillageNightDrummerLoop Sounds = adnvdr1a adnvdr1b adnvdr1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 75.0 @@ -5073,8 +5073,8 @@ AudioEvent Amb_DesertVillageNightInsect Sounds = adnvin1a adnvin1b adnvin1c Control = LOOP RANDOM Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5085,8 +5085,8 @@ AudioEvent Amb_DesertVillageNightInsect2 Sounds = adnvin1a adnvin1b adnvin1c Control = LOOP RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5097,8 +5097,8 @@ AudioEvent Amb_DesertVillageNightMenLoop Sounds = adnvme1a adnvme1b adnvme1c adnvme1d adnvme1e adnvme1f adnvme1g adnvme1h Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 @@ -5110,8 +5110,8 @@ AudioEvent Amb_DesertVillageNightTrash Control = LOOP RANDOM Delay = 15000 30000 Priority = LOWEST - Volume = 70% - VolumeShift = -20% + Volume = 70.0% + VolumeShift = -20.0% PitchShift = -20.0 20.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5122,8 +5122,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop Sounds = autsamba autsambb autsambc autsambd Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 75.0 MaxRange = 700.0 @@ -5134,8 +5134,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop2 Sounds = autsam2a autsam2b Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 75.0 MaxRange = 700.0 @@ -5146,8 +5146,8 @@ AudioEvent Amb_UrbanBusStationAmbientLoop Sounds = aubsam1a aubsam1b aubsam1c aubsam1d aubsam1e aubsam1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 75.0 MaxRange = 700.0 @@ -5159,8 +5159,8 @@ AudioEvent Amb_UrbanBusStationPAVoice Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5172,8 +5172,8 @@ AudioEvent Amb_UrbanBusStationBuses Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5185,8 +5185,8 @@ AudioEvent Amb_UrbanCemetaryBell Control = LOOP RANDOM Delay = 15000 25000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -5197,8 +5197,8 @@ AudioEvent Amb_UrbanCemetaryDigging Control = LOOP RANDOM Delay = 1000 20000 Priority = LOWEST - Volume = 75% - VolumeShift = -15% + Volume = 75.0% + VolumeShift = -15.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5210,8 +5210,8 @@ AudioEvent Amb_UrbanNightChinaBikeBell Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 95% - VolumeShift = -10% + Volume = 95.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5222,8 +5222,8 @@ AudioEvent Amb_UrbanNightChinaClub2 Sounds = aunccl2a Control = LOOP RANDOM Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% MinRange = 75.0 MaxRange = 700.0 Type = WORLD EVERYONE @@ -5233,8 +5233,8 @@ AudioEvent Amb_UrbanParkAmbientLoop Sounds = aupaam1a aupaam1b aupaam1c aupaam1d aupaam1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 MinRange = 75.0 MaxRange = 700.0 @@ -5246,8 +5246,8 @@ AudioEvent Amb_UrbanParkBirds Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 200.0 MaxRange = 800.0 @@ -5260,8 +5260,8 @@ AudioEvent Amb_UrbanParkChimes Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -5272,8 +5272,8 @@ AudioEvent Amb_UrbanParkDucks Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5283,8 +5283,8 @@ End AudioEvent Amb_UrbanPoliceSiren Sounds = auposi2a Priority = LOWEST - Volume = 90% - VolumeShift = -10% + Volume = 90.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5295,8 +5295,8 @@ AudioEvent Amb_UrbanPoliceSirenLoop Sounds = auposi1a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90% - VolumeShift = -10% + Volume = 90.0% + VolumeShift = -10.0% MinRange = 75.0 MaxRange = 700.0 Type = WORLD EVERYONE @@ -5307,10 +5307,10 @@ AudioEvent Amb_UrbanCityAmbientLoop Sounds = aurbci1a aurbci1a aurbci1b aurbci1b aurbci1c aurbci1c aurbci1d aurbci1e aurbci1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% MinRange = 75.0 MaxRange = 700.0 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5319,10 +5319,10 @@ AudioEvent Amb_UrbanCityAmbientLoop2 Sounds = aurbci2a aurbci2a aurbci2b aurbci2b Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% MinRange = 75.0 MaxRange = 700.0 - VolumeShift = -10% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -5331,8 +5331,8 @@ AudioEvent Amb_UrbanDocksBirds Control = LOOP RANDOM Delay = 5000 10000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5343,8 +5343,8 @@ AudioEvent Amb_UrbanDocksAmbientLoop Sounds = audoam1a audoam1b audoam1c audoam1d audoam1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% MinRange = 75.0 MaxRange = 700.0 Type = WORLD EVERYONE @@ -5356,8 +5356,8 @@ AudioEvent Amb_UrbanDocksBouy Control = LOOP RANDOM Delay = 15000 22000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -5368,8 +5368,8 @@ AudioEvent Amb_UrbanDocksFoghorn Control = LOOP RANDOM Delay = 20000 25000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -5379,8 +5379,8 @@ AudioEvent Amb_UrbanDocksMachineryLoop Sounds = audoma1a audoma1b audoma1c audoma1a audoma1b audoma1c audoma1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% MinRange = 75.0 MaxRange = 700.0 Type = WORLD EVERYONE @@ -5392,8 +5392,8 @@ AudioEvent Amb_WinterNatureWoodpecker Control = LOOP RANDOM Delay = 12000 24000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5405,8 +5405,8 @@ AudioEvent Amb_WinterNatureCrows Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5418,8 +5418,8 @@ AudioEvent Amb_WinterNatureCrows2 Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5430,8 +5430,8 @@ AudioEvent Amb_WinterNatureWindLoop Sounds = awdnwi1a awdnwi1b awdnwi1c awdnwi1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 75.0 MaxRange = 700.0 @@ -5443,8 +5443,8 @@ AudioEvent Amb_WinterNatureNightWolves Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5456,8 +5456,8 @@ AudioEvent Amb_UrbanIndustrialYardPileDriver Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 45% - VolumeShift = -10% + Volume = 45.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 100.0 MaxRange = 600.0 @@ -5468,8 +5468,8 @@ AudioEvent Amb_UrbanIndustrialYardGeneratorLoop Sounds = auiyge1a auiyge1b auiyge1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -5480,7 +5480,7 @@ AudioEvent Amb_WaterOceanWaves Sounds = awocwava awocwavb awocwavc awocwavd Delay = 1000 3000 Priority = LOWEST - Volume = 65% + Volume = 65.0% Limit = 3 PitchShift = -10.0 10.0 Type = WORLD EVERYONE @@ -5490,10 +5490,10 @@ AudioEvent Amb_WaterLakeWaves Control = LOOP ALL Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -15.0 0.0 Delay = 3000 5000 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -5504,10 +5504,10 @@ AudioEvent Amb_WaterRiverLoop Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 50% + Volume = 50.0% MinRange = 75.0 MaxRange = 700.0 - VolumeShift = -10% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -5517,8 +5517,8 @@ AudioEvent Amb_WaterStreamLoop Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 45% - VolumeShift = -10% + Volume = 45.0% + VolumeShift = -10.0% MinRange = 75.0 MaxRange = 700.0 Type = WORLD EVERYONE @@ -5528,8 +5528,8 @@ AudioEvent Amb_WinterNatureWindCold Sounds = awind3a awind3b Control = LOOP RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Delay = 8000 16000 ; MinRange = 200.0 @@ -5541,8 +5541,8 @@ AudioEvent Amb_WinterNatureWind Sounds = awind2a awind2b awind2c Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Delay = 8000 16000 Type = WORLD EVERYONE @@ -5552,8 +5552,8 @@ AudioEvent Amb_DesertVillageDayDog2 Sounds = adog01a adog01b adog01c Control = LOOP RANDOM Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Delay = 10000 15000 ; MinRange = 200.0 @@ -5565,8 +5565,8 @@ AudioEvent Amb_TemperateNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Delay = 6000 10000 ; MinRange = 200.0 @@ -5578,8 +5578,8 @@ AudioEvent Amb_DesertNatureWindNight Sounds = awind1a awind1b awind1c Control = LOOP RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -20% + Volume = 65.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Delay = 12000 20000 Type = WORLD EVERYONE @@ -5593,7 +5593,7 @@ AudioEvent Amb_TemperateMeadowAmbientLoop PitchShift = -5.0 5.0 MinRange = 65.0 MaxRange = 700.0 - Volume = 50% + Volume = 50.0% Type = WORLD EVERYONE End @@ -5605,7 +5605,7 @@ AudioEvent Amb_TemperateMarshAmbientLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 50% + Volume = 50.0% Type = WORLD EVERYONE End @@ -5615,7 +5615,7 @@ AudioEvent Amb_DesertMarketWallaLoop2 ; Attack = amarke1f ; Decay = amarke1g Priority = LOWEST - Volume = 45% + Volume = 45.0% Limit = 2 MinRange = 75.0 MaxRange = 700.0 @@ -5629,7 +5629,7 @@ AudioEvent Amb_DesertMarketWallaLoop3 Priority = LOWEST ; Attack = amarke2f ; Decay = amarke2g - Volume = 45% + Volume = 45.0% Limit = 2 MinRange = 75.0 MaxRange = 700.0 @@ -5645,7 +5645,7 @@ AudioEvent Amb_DesertVillageDayWallaLoop2 PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -5657,7 +5657,7 @@ AudioEvent Amb_JungleDayDenseAmbientLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5669,7 +5669,7 @@ AudioEvent Amb_JungleDayDenseAmbientLoop2 PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5682,7 +5682,7 @@ AudioEvent Amb_JungleDayDenseAmbientBirds PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5694,7 +5694,7 @@ AudioEvent Amb_JungleDaySparseAmbientLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 75% + Volume = 75.0% Type = WORLD EVERYONE End @@ -5707,7 +5707,7 @@ AudioEvent Amb_JungleDaySparseAmbientAnimal PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5720,7 +5720,7 @@ AudioEvent Amb_JungleNightAmbientLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5732,7 +5732,7 @@ AudioEvent Amb_JungleNightAmbientLoop2 PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5744,7 +5744,7 @@ AudioEvent Amb_MountainNatureAmbientLoop Limit = 2 MinRange = 75.0 MaxRange = 700.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5756,7 +5756,7 @@ AudioEvent Amb_MountainBell Limit = 2 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5764,8 +5764,8 @@ AudioEvent Amb_MountainBirds Sounds = amndbi1a amndbi1b amndbi1c amndbi1d amndbi1e amndbi1f amndbi1g amndbi1h Control = LOOP RANDOM Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Delay = 6000 12000 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5776,8 +5776,8 @@ AudioEvent Amb_MountainBirds2 Sounds = amndbi2a Control = LOOP RANDOM Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Delay = 6000 12000 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -5792,7 +5792,7 @@ AudioEvent Amb_TemperateForestBirdsLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 100% + Volume = 100.0% Type = WORLD EVERYONE End @@ -5805,7 +5805,7 @@ AudioEvent Amb_TemperateForestBirds PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 95% + Volume = 95.0% Type = WORLD EVERYONE End @@ -5817,7 +5817,7 @@ AudioEvent Amb_TemperateForestTreesLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 100% + Volume = 100.0% Type = WORLD EVERYONE End @@ -5830,7 +5830,7 @@ AudioEvent Amb_TemperateForestTrees PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 95% + Volume = 95.0% Type = WORLD EVERYONE End @@ -5842,7 +5842,7 @@ AudioEvent Amb_TemperateMeadowBirdsLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 75% + Volume = 75.0% Type = WORLD EVERYONE End @@ -5855,7 +5855,7 @@ AudioEvent Amb_TemperateMeadowBirdsLoop2 PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 85% + Volume = 85.0% Type = WORLD EVERYONE End @@ -5869,7 +5869,7 @@ AudioEvent Amb_TemperateMeadowBirds PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 85% + Volume = 85.0% Type = WORLD EVERYONE End @@ -5881,7 +5881,7 @@ AudioEvent Amb_UrbanChinaCourtyardLoop PitchShift = -5.0 5.0 MinRange = 125.0 MaxRange = 800.0 - Volume = 75% + Volume = 75.0% Type = WORLD EVERYONE End @@ -5895,7 +5895,7 @@ AudioEvent Amb_UrbanChinaCourtyardBirds PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 75% + Volume = 75.0% Type = WORLD EVERYONE End @@ -5908,7 +5908,7 @@ AudioEvent Amb_UrbanChinaCourtyardChimes Limit = 2 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 60% + Volume = 60.0% Type = WORLD EVERYONE End @@ -5920,7 +5920,7 @@ AudioEvent Amb_UrbanChinaCourtyardWallaLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 75% + Volume = 75.0% Type = WORLD EVERYONE End @@ -5931,7 +5931,7 @@ AudioEvent Amb_WaterFountainLoop Limit = 2 PitchShift = -5.0 5.0 MinRange = 30.0 - Volume = 25% + Volume = 25.0% MinRange = 75.0 MaxRange = 700.0 Type = WORLD EVERYONE @@ -5945,7 +5945,7 @@ AudioEvent Amb_WaterLakeAmbientLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5957,7 +5957,7 @@ AudioEvent Amb_WaterLakeLappingLoop PitchShift = -5.0 5.0 MinRange = 75.0 MaxRange = 700.0 - Volume = 65% + Volume = 65.0% Type = WORLD EVERYONE End @@ -5970,7 +5970,7 @@ AudioEvent Amb_WaterLakeLapping PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5980,7 +5980,7 @@ AudioEvent Amb_TemperateTownDayAmbientLoop Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 100% + Volume = 100.0% MinRange = 75.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -5995,7 +5995,7 @@ AudioEvent Amb_TemperateTownDayPigDog PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 60% + Volume = 60.0% Type = WORLD EVERYONE End @@ -6008,7 +6008,7 @@ AudioEvent Amb_TemperateTownDayPig PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 60% + Volume = 60.0% Type = WORLD EVERYONE End @@ -6020,7 +6020,7 @@ AudioEvent Amb_DesertVillageMilitary PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 - Volume = 65% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -6030,12 +6030,12 @@ AudioEvent AmbientWavesLake Control = LOOP ALL Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST - VolumeShift = -10% + VolumeShift = -10.0% ; MinRange = 100.0 ; MaxRange = 300.0 PitchShift = -15.0 0.0 Delay = 3000 5000 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -6046,7 +6046,7 @@ AudioEvent AmbientWavesOcean1 Sounds = awocwava awocwavb awocwavc awocwavd Delay = 4000 8000 Priority = LOWEST - Volume = 70% + Volume = 70.0% Limit = 2 PitchShift = -10.0 10.0 Type = WORLD EVERYONE @@ -6062,7 +6062,7 @@ AudioEvent AmbientRiver PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 400.0 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -6070,8 +6070,8 @@ End AudioEvent AmbientWindCold Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 100.0 ; MaxRange = 300.0 @@ -6084,8 +6084,8 @@ End AudioEvent AmbientWindMountain Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 100.0 ; MaxRange = 300.0 @@ -6099,8 +6099,8 @@ AudioEvent AmbientDogBarking Sounds = adog01a adog01b adog01c Control = LOOP RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE @@ -6111,8 +6111,8 @@ AudioEvent AmbientNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE @@ -6123,8 +6123,8 @@ AudioEvent AmbientWindDesert Sounds = awind1a awind1b awind1c Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Delay = 3000 7000 Type = WORLD EVERYONE @@ -6139,7 +6139,7 @@ AudioEvent AmbientMeadow PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 50% + Volume = 50.0% Type = WORLD EVERYONE End @@ -6152,7 +6152,7 @@ AudioEvent AmbientMarsh PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 50% + Volume = 50.0% Type = WORLD EVERYONE End @@ -6165,7 +6165,7 @@ AudioEvent AmbientArabMarket1 Priority = LOWEST ; MinRange = 100.0 ; MaxRange = 200.0 - Volume = 45% + Volume = 45.0% Limit = 2 PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE @@ -6180,7 +6180,7 @@ AudioEvent AmbientArabMarket2 Decay = amarke2g ; MinRange = 100.0 ; MaxRange = 200.0 - Volume = 45% + Volume = 45.0% Limit = 2 PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE @@ -6195,7 +6195,7 @@ AudioEvent AmbientArabMarket3 Decay = amarke3g ; MinRange = 100.0 ; MaxRange = 200.0 - Volume = 45% + Volume = 45.0% Limit = 2 PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE @@ -6210,7 +6210,7 @@ AudioEvent AmbientVillage1 PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 200.0 - Volume = 50% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -6223,7 +6223,7 @@ AudioEvent AmbientGLABase PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 50% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -6241,7 +6241,7 @@ AudioEvent Cin_ParadeAmbientLoop Limit = 2 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 90% + Volume = 90.0% Type = WORLD EVERYONE End @@ -6251,7 +6251,7 @@ AudioEvent Cin_ParadeMarchingLoop Priority = LOWEST Limit = 2 MinRange = 100.0 - Volume = 80% + Volume = 80.0% Type = WORLD EVERYONE End @@ -6264,8 +6264,8 @@ AudioEvent Cin_ParadeTank1 ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Type = WORLD EVERYONE End @@ -6277,8 +6277,8 @@ AudioEvent Cin_ParadeTank2 ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Type = WORLD EVERYONE End @@ -6290,8 +6290,8 @@ AudioEvent Cin_ParadeTank3 ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Type = WORLD EVERYONE End @@ -6301,8 +6301,8 @@ AudioEvent Cin_ParadePanicFemaleLoop Priority = LOW Limit = 2 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Type = WORLD EVERYONE End @@ -6315,8 +6315,8 @@ AudioEvent Cin_ParadeCrowdLoop Limit = 2 MinRange = 200.0 MaxRange = 800.0 - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Type = WORLD EVERYONE End @@ -6329,8 +6329,8 @@ AudioEvent Cin_NukeAftermathAmbientFX Limit = 2 MinRange = 200.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 75% + VolumeShift = -10.0% + Volume = 75.0% Type = WORLD EVERYONE End @@ -6344,24 +6344,24 @@ AudioEvent Cin_NukeAftermathAmbientLoop ; MinRange = 200.0 ; MaxRange = 600.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Type = WORLD EVERYONE End AudioEvent CivilianPanicFemale Sounds = gpanfema gpanfemb gpanfemc - Volume = 65% - VolumeShift = -20% + Volume = 65.0% + VolumeShift = -20.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End AudioEvent CivilianPanicMale Sounds = gpanmala gpanmalb gpanmalc - Volume = 65% - VolumeShift = -20% + Volume = 65.0% + VolumeShift = -20.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6371,7 +6371,7 @@ AudioEvent LoadScreenAmbient Attack = uloalo1a Decay = uloalo3a Control = LOOP - Volume = 80% + Volume = 80.0% Limit = 1 Type = UI EVERYONE End @@ -6383,7 +6383,7 @@ AudioEvent Cin_BridgeDemoChargeBeep Delay = 500 500 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 60% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -6394,7 +6394,7 @@ AudioEvent Cin_ScudStormLaunchAlertLoop Delay = 400 400 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 60% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -6403,14 +6403,14 @@ AudioEvent Cin_BaseAlarm Priority = HIGH ; MinRange = 200.0 ; MaxRange = 1200.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_MissileLaunchAlarm Sounds = cscudalb Priority = HIGH - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End @@ -6419,16 +6419,16 @@ AudioEvent ParachuteOpen Sounds = gparacha gparachb gparachc Priority = LOW PitchShift = -10.0 10.0 - VolumeShift = -15% - Volume = 90% + VolumeShift = -15.0% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End AudioEvent VehicleSnipeVictim Sounds = gvehsnia Priority = HIGH - VolumeShift = -15% - Volume = 70% + VolumeShift = -15.0% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -6437,7 +6437,7 @@ AudioEvent CIAIntelligenceActivate Priority = HIGH MinRange = 200.0 MaxRange = 1000.0 - Volume = 100% + Volume = 100.0% Type = WORLD PLAYER End @@ -6445,12 +6445,12 @@ End AudioEvent RemoteDemoChargeExplosion Sounds = icolexpa Control = INTERRUPT RANDOM - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -15.0 15.0 - Volume = 90% + Volume = 90.0% Limit = 3 Priority = HIGH - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -6459,7 +6459,7 @@ AudioEvent RadarVanScan Priority = HIGH MinRange = 200.0 MaxRange = 800.0 - Volume = 90% + Volume = 90.0% Type = WORLD PLAYER End @@ -6473,8 +6473,8 @@ AudioEvent CINE_DaisyCutterWeapon Limit = 2 Priority = HIGH PitchShift = -5.0 5.0 - VolumeShift = -15% - Volume = 60% ; do not modify -mp + VolumeShift = -15.0% + Volume = 60.0% ; do not modify -mp Type = WORLD SHROUDED EVERYONE End @@ -6484,8 +6484,8 @@ AudioEvent Cin_NukeTruckMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -6498,8 +6498,8 @@ AudioEvent NukeTruckMoveLoop Sounds = ctr2lo2a ctr2lo2b Attack = ctr2lo1a Decay = ctr2lo3a - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6507,14 +6507,14 @@ End AudioEvent Cin_MigFalling Sounds = cmigfala Priority = HIGH - Volume = 100% + Volume = 100.0% Type = WORLD PLAYER End AudioEvent Cin_SonicBoom Sounds = csonicbo Priority = HIGH - Volume = 90% + Volume = 90.0% Type = UI End @@ -6524,10 +6524,10 @@ AudioEvent Cin_BattleSweetener Sounds = cbattlea cbattleb cbattlec cbattled cbattlee cbattlef Control = RANDOM Priority = HIGH - Volume = 100% - VolumeShift = -2% + Volume = 100.0% + VolumeShift = -2.0% PitchShift = -10.0 10.0 - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD EVERYONE End @@ -6535,21 +6535,21 @@ End AudioEvent Cin_TrainFalling Sounds = ctrafall Priority = HIGH - Volume = 100% + Volume = 100.0% Type = UI End AudioEvent Cin_TrainBraking Sounds = ctrabrak Priority = HIGH - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_TrainSteamRelease Sounds = ctrastea Priority = HIGH - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -6559,8 +6559,8 @@ AudioEvent Cin_BaikonurRocketAmbientLoop Sounds = croclo2a croclo2b croclo2c croclo2d Attack = croclo1a Decay = croclo3a - VolumeShift = -10% - Volume = 105% + VolumeShift = -10.0% + Volume = 105.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6570,7 +6570,7 @@ AudioEvent Cin_BaikonurRocketPadHissLoop Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a PitchShift = -2.0 2.0 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -6578,28 +6578,28 @@ End AudioEvent Cin_InfantryFallingA Sounds = cinffala - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingB Sounds = cinffalb - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingC Sounds = cinffalc - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingD Sounds = cinffald - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6607,14 +6607,14 @@ End AudioEvent Cin_BaikonurMissileFlyBy Sounds = crocflya Priority = HIGH - Volume = 150% + Volume = 150.0% Type = UI End AudioEvent Cin_BaikonurMissileBreakApart Sounds = crocbrea Priority = HIGH - Volume = 150% + Volume = 150.0% Type = UI End @@ -6626,7 +6626,7 @@ AudioEvent Cin_BaikonurGLACheerSquad Priority = NORMAL Limit = 2 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -6638,7 +6638,7 @@ AudioEvent Cin_AngryMobAmbientLoop Priority = NORMAL Limit = 2 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -6646,7 +6646,7 @@ End AudioEvent RadarPing Sounds = uradarpi Priority = HIGH - Volume = 50% + Volume = 50.0% Type = UI PLAYER End @@ -6656,8 +6656,8 @@ AudioEvent BaikonurTruckMoveLoop Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -6673,15 +6673,15 @@ AudioEvent Cin_TankAmbientLoop MinRange = 200.0 MaxRange = 3000.0 PitchShift = -15.0 15.0 - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% Type = WORLD EVERYONE End AudioEvent Cin_ScudMissileIncoming Sounds = cscuinco Priority = HIGH - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -6690,8 +6690,8 @@ AudioEvent JetSkid Sounds = gjetskia gjetskib Control = RANDOM Priority = LOW - Volume = 45% - VolumeShift = -10% + Volume = 45.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -6700,7 +6700,7 @@ End AudioEvent GLADemoChargeAlarm Sounds = gdembeep Priority = HIGH - Volume = 85% + Volume = 85.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6709,7 +6709,7 @@ AudioEvent Cin_BaseAlarmChina06 Sounds = cbaseala Priority = HIGH ; MaxRange = 1200.0 - Volume = 125% + Volume = 125.0% Type = WORLD SHROUDED EVERYONE End @@ -6736,7 +6736,7 @@ AudioEvent Cin_NukeWhoosh Sounds = cnukewho Priority = HIGH Limit = 1 - Volume = 90% + Volume = 90.0% MinRange = 500.0 MaxRange = 5000.0 Type = WORLD SHROUDED EVERYONE @@ -6755,8 +6755,8 @@ AudioEvent Cin_DirtRollingLoop MinRange = 200.0 MaxRange = 3000.0 PitchShift = -15.0 15.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD EVERYONE End @@ -6764,7 +6764,7 @@ End AudioEvent EmergencyRepairActivate Sounds = srepaira Priority = HIGH - Volume = 100% + Volume = 100.0% MinRange = 200.0 MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE @@ -6773,7 +6773,7 @@ End AudioEvent CheerGLA Sounds = ucheergl Priority = HIGH - Volume = 100% + Volume = 100.0% Type = UI EVERYONE End @@ -6787,8 +6787,8 @@ AudioEvent UnderConstructionLoop Limit = 2 MinRange = 100.0 MaxRange = 1000.0 - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -6796,7 +6796,7 @@ End AudioEvent CashHackActivate Sounds = scashhac Priority = HIGH - Volume = 100% + Volume = 100.0% MinRange = 200.0 MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE @@ -6809,7 +6809,7 @@ AudioEvent Cin_TrainRunningLoop Decay = gtralo3a MinRange = 500.0 MaxRange = 4000.0 - Volume = 175% + Volume = 175.0% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE diff --git a/Generals/Data/INI/Speech.ini b/Generals/Data/INI/Speech.ini index ec1702c..a440eff 100644 --- a/Generals/Data/INI/Speech.ini +++ b/Generals/Data/INI/Speech.ini @@ -19,58 +19,58 @@ ; GLA DialogEvent EvaGLA_AllyUnderAttack Filename = egallyu.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BaseDefensesOffLine Filename = egbasof.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BeaconDetected Filename = egbeaco.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BuildingDisabled Filename = egbuiof.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BuildingEnabled Filename = egbuion.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BuildingStolen Filename = egbuist.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_CashStolen Filename = eglcashs.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_GeneralLevelUp Filename = eglevel.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_IncomingAnthrax Filename = egdeant.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_IncomingDaisyCutter Filename = egdedai.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_IncomingEmpPulse Filename = egdeemp.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_IncomingFuelAirBomb @@ -387,427 +387,427 @@ End ; DialogEvent DemoCarBomberAvengeUs ; Filename = vdemsece.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoCarBomberPrepared2Die ; Filename = vdemsede.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoCommander01 ; Filename = d2com01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCommander02 ; Filename = d2com02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCommander03 ; Filename = d2com03.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCommander04 ; Filename = d2com04.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCommander05 ; Filename = d2com05.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCommander06 ; Filename = d2com06.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCommander07 ; Filename = d2com07.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCommander08 ; Filename = d2com08.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCommander09 ; Filename = d2com09.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCrusader4-01 ; Filename = Crusader4-01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCrusader4-02 ; Filename = Crusader4-02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCrusader4-03 ; Filename = Crusader4-03.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCrusader3-01 ; Filename = Crusader3-01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCrusader3-02 ; Filename = Crusader3-02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCrusader3-03 ; Filename = Crusader3-03.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoCrusader3-04 ; Filename = Crusader3-04.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoComanchePilot1 ; Filename = d2cop01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoComanchePilot2 ; Filename = d2cop02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent DemoEABing1 ; Filename = EA-Bing1.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoEABing2 ; Filename = EA-Bing2.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoEABing3 ; Filename = EA-Bing3.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoEADon1 ; Filename = EA-Don1.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoEADon2 ; Filename = EA-Don2.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoEADon3 ; Filename = EA-Don3.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoEAJohn1 ; Filename = EA-John1.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoEAJohn2 ; Filename = EA-John2.wav ; Control = RANDOM -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent DemoEAJohn3 ; Filename = EA-John3.wav -; Volume = 90% +; Volume = 90.0% ; End ; DialogEvent Demo3Commander00 ; Filename = e3Com00.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander01 ; Filename = e3Com01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander02 ; Filename = e3Com02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander03 ; Filename = e3Com03.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander04 ; Filename = e3Com04.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander05 ; Filename = e3Com05.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander06 ; Filename = e3Com06.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander07 ; Filename = e3Com07.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander08 ; Filename = e3Com08.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander09 ; Filename = e3Com09.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander10 ; Filename = e3Com10.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander11 ; Filename = e3Com11.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander12 ; Filename = e3Com12.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander13 ; Filename = e3Com13.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander14 ; Filename = e3Com14.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander15 ; Filename = e3Com15.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander16 ; Filename = e3Com16.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander17 ; Filename = e3Com17.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander18 ; Filename = e3Com18.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander19 ; Filename = e3Com19.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander20 ; Filename = e3Com20.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Commander21 ; Filename = e3Com21.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Crusader01 ; Filename = e3Cru01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Crusader02 ; Filename = e3Cru02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Crusader03 ; Filename = e3Cru03.wav -; Volume = 80% +; Volume = 80.0% ; End ; DialogEvent Demo3Crusader04 ; Filename = e3Cru04.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Raptor01 ; Filename = e3Rap01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Raptor02 ; Filename = e3Rap02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3GLA01 ; Filename = e3GLA01.wav -; Volume = 75% +; Volume = 75.0% ; End ; DialogEvent Demo3Chen01 ; Filename = e3che01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen02 ; Filename = e3che02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen03 ; Filename = e3che03.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen04 ; Filename = e3che04.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen05 ; Filename = e3che05.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen06 ; Filename = e3che06.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen07 ; Filename = e3che07.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen08 ; Filename = e3che08.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen09 ; Filename = e3che09.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Chen10 ; Filename = e3che10.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3GeneralGriffonSelect ; Filename = e3comse.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3GeneralChenSelect ; Filename = e3chese.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Echo01 ; Filename = e3ech01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Echo02 ; Filename = e3ech02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Delta01 ; Filename = e3del01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Delta02 ; Filename = e3del02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Delta03 ; Filename = e3del03.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Delta04 ; Filename = e3del04.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Mig01 ; Filename = e3Mig01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Mig02 ; Filename = e3Mig02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3DragonTank01 ; Filename = e3dra01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3DragonTank02 ; Filename = e3dra02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3RocketBuggy01 ; Filename = e3roc01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Comanche01 ; Filename = e3cle01.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Comanche02 ; Filename = e3cle02.wav -; Volume = 100% +; Volume = 100.0% ; End ; DialogEvent Demo3Comanche03 ; Filename = e3cle03.wav -; Volume = 100% +; Volume = 100.0% ; End @@ -2531,12 +2531,12 @@ End DialogEvent MisGLA06Cin09 Filename = mg6rb108.wav - Volume = 60% + Volume = 60.0% End DialogEvent MisGLA06Cin10 Filename = mg6rb207.wav - Volume = 60% + Volume = 60.0% End DialogEvent MisGLA06Cin11 @@ -2944,27 +2944,27 @@ End DialogEvent MisGLA08Hazmat101 Filename = mg8ha101.wav - Volume = 65% + Volume = 65.0% End DialogEvent MisGLA08Hazmat201 Filename = mg8ha201.wav - Volume = 65% + Volume = 65.0% End DialogEvent MisGLA08Hazmat102 Filename = mg8ha102.wav - Volume = 65% + Volume = 65.0% End DialogEvent MisGLA08Hazmat202 Filename = mg8ha202.wav - Volume = 65% + Volume = 65.0% End DialogEvent MisGLA08Hazmat203 Filename = mg8ha203.wav - Volume = 65% + Volume = 65.0% End DialogEvent MisGLA08Jarmen01 @@ -6107,13 +6107,13 @@ End DialogEvent CameraFXIn Filename = ccamfxin.wav - Volume = 80% + Volume = 80.0% Type = UI End DialogEvent CameraFXOut Filename = ccamfxou.wav - Volume = 80% + Volume = 80.0% Type = UI End @@ -6121,7 +6121,7 @@ DialogEvent CameraSwitch Filename = ccamswit.wav MinRange = 100.0 MaxRange = 500.0 - Volume = 75% + Volume = 75.0% Type = UI End @@ -6129,55 +6129,55 @@ DialogEvent CameraFXRotate Filename = ccamfxro.wav MinRange = 100.0 MaxRange = 500.0 - Volume = 100% + Volume = 100.0% Type = UI End DialogEvent UI_AllCheerSound Filename = ucheer.wav - Volume = 70% + Volume = 70.0% Type = UI End DialogEvent CameraColorize Filename = ccoloriz.wav - Volume = 80% + Volume = 80.0% Type = UI End DialogEvent CameraRadioChatter Filename = cradio01.wav - Volume = 50% + Volume = 50.0% Type = UI End DialogEvent Cin_Psychfx02 Filename = cpsych02.wav - Volume = 90% + Volume = 90.0% Type = UI End DialogEvent UI_MenuGeneralMouseOver Filename = ugensela.wav - Volume = 30% + Volume = 30.0% Type = UI PLAYER End DialogEvent Cin_Psychfx01 Filename = cpsych01.wav - Volume = 90% + Volume = 90.0% Type = UI PLAYER End DialogEvent ZoomFX Filename = czoomfx1.wav - Volume = 90% + Volume = 90.0% Type = UI End DialogEvent SpyCameraDrama Filename = cspydram.wav - Volume = 75% + Volume = 75.0% Type = UI End @@ -6962,31 +6962,31 @@ End DialogEvent Cin_BridgeDemoChargeExplosion Filename = cbriexpa.wav Priority = HIGH - Volume = 80% + Volume = 80.0% End DialogEvent Cin_TrainBridgeExplosion Filename = ctraexpl.wav Priority = HIGH - Volume = 80% + Volume = 80.0% End DialogEvent Cin_TrainCrash Filename = ctracras.wav Priority = HIGH - Volume = 100% + Volume = 100.0% End DialogEvent Cin_JetFlyOverHead Filename = cjetflya.wav Priority = HIGH - Volume = 80% + Volume = 80.0% End DialogEvent WelcomeToGeneralsOnline Filename = euonline.wav Priority = HIGH - Volume = 90% + Volume = 90.0% End diff --git a/Generals/Data/INI/Voice.ini b/Generals/Data/INI/Voice.ini index 902eb9e..8e47518 100644 --- a/Generals/Data/INI/Voice.ini +++ b/Generals/Data/INI/Voice.ini @@ -15,15 +15,15 @@ AudioEvent RangerVoiceSelect Sounds = iransea iranseb iransec iransee iransef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCreate Sounds = iranseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -31,29 +31,29 @@ End AudioEvent RangerVoiceMove Sounds = iranmoa iranmob iranmoc iranmod iranmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceAttack Sounds = iranata iranatb iranatc iranatd iranate iranatf iranatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCapture Sounds = irancaa irancab irancac irancad irancae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCaptureComplete Sounds = irancoa irancob irancoc irancod Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -61,52 +61,52 @@ AudioEvent RangerVoiceClearBuilding Sounds = irancla iranclb iranclc irancl Control = RANDOM Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceSubdue Sounds = iransba iransbb iransbc iransbd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceGarrison Sounds = irangaa irangab irangac irangad Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceSurrender Sounds = iransua iransub iransuc Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD SHROUDED EVERYONE End AudioEvent RangerVoiceFear Sounds = iranfea iranfeb iranfec iranfed iranfee iranfef iranfeg Control = RANDOM - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% Type = WORLD SHROUDED PLAYER End AudioEvent RangerVoiceBaseAttack Sounds = iranbaa iranbab iranbac iranbad Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RangerVoiceUpgradeFlashBangGrenades Sounds = iranu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -116,23 +116,23 @@ AudioEvent RangerVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 100% + VolumeShift = -20.0% + Volume = 100.0% Type = WORLD VOICE EVERYONE End AudioEvent RangerVoiceBuildingStolen Sounds = iranbsa iranbsb iranbsc Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RangerVoiceModeFlashBang Sounds = iranmfa iranmfb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -140,7 +140,7 @@ End AudioEvent RangerVoiceModeGun Sounds = iranmga iranmgb iranmgc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -148,7 +148,7 @@ End AudioEvent RangerVoiceLaugh Sounds = iranlaa iranlab iranlac Control = RANDOM - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED PLAYER End @@ -160,15 +160,15 @@ End AudioEvent MissileDefenderVoiceSelect Sounds = imisseb imissec imissed imissee imissef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceCreate Sounds = imissea ; imissef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -176,28 +176,28 @@ End AudioEvent MissileDefenderVoiceMove Sounds = imismoa imismob imismoc imismod imismoe imismof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceAttack Sounds = imisata imisatb imisatc imisatd imisate imisatf imisatg imisath Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceGarrison Sounds = imisgaa imisgab imisgac imisgad Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceModeLaser Sounds = imismla imismlb ; imislc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -205,23 +205,23 @@ End AudioEvent MissileDefenderVoiceAttackLaser Sounds = imisa2a imisa2b imisa2c imisa2d Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceFear Sounds = imisfea imisfeb imisfec Control = RANDOM - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% Type = WORLD SHROUDED PLAYER End AudioEvent MissileDefenderVoiceSurrender Sounds = imissua imissuc ; imissub Control = RANDOM - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -231,8 +231,8 @@ AudioEvent MissileDefenderVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -241,15 +241,15 @@ End AudioEvent CrusaderTankVoiceSelect Sounds = vcrusea vcruseb vcrusec vcrused vcrusee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceCreate Sounds = vcrusef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -257,35 +257,35 @@ End AudioEvent CrusaderTankVoiceMove Sounds = vcrumoa vcrumob vcrumoc vcrumod vcrumoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceAttack Sounds = vcruata vcruatb vcruatc vcruatd vcruate vcruatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceCrush Sounds = vcrucra vcrucrb vcrucrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceUpgradeCompositeArmor Sounds = vcruu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceDrone Sounds = vcrudra vcrudrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -294,15 +294,15 @@ End AudioEvent TomahawkVoiceSelect Sounds = vtomseb vtomsec vtomsed vtomsee vtomsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceCreate Sounds = vtomsea Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -310,42 +310,42 @@ End AudioEvent TomahawkVoiceMove Sounds = vtommoa vtommob vtommoc vtommod vtommoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceAttack Sounds = vtomata vtomatb vtomatc vtomatd vtomate vtomatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceCrush Sounds = vtomcra vtomcrb vtomcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceDrone Sounds = vtomdra vtomdrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceUpgradeWaypointTargeting Sounds = vtomu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceModeWaypoint Sounds = vtommwa vtommwb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -358,7 +358,7 @@ AudioEvent RaptorVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -367,8 +367,8 @@ AudioEvent RaptorVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -379,7 +379,7 @@ AudioEvent RaptorVoiceMove Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -388,7 +388,7 @@ AudioEvent RaptorVoiceAttackAir Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -397,7 +397,7 @@ AudioEvent RaptorVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -406,8 +406,8 @@ AudioEvent RaptorVoiceLowFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -416,7 +416,7 @@ AudioEvent RaptorVoiceUpgradeFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -425,7 +425,7 @@ AudioEvent RaptorVoiceUpgradeLaserGuidedMissiles Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -434,7 +434,7 @@ AudioEvent RaptorVoiceAirPatrol Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -443,8 +443,8 @@ AudioEvent RaptorVoiceFalling Control = RANDOM ; Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f gradio1g ; Decay = gradio3a gradio3b gradio3c gradio3d gradio3e gradio3f gradio3g - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -458,7 +458,7 @@ AudioEvent ComancheVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -467,8 +467,8 @@ AudioEvent ComancheVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -478,7 +478,7 @@ AudioEvent ComancheVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -487,7 +487,7 @@ AudioEvent ComancheVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -496,7 +496,7 @@ AudioEvent ComancheVoiceAttackRocket Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -505,15 +505,15 @@ AudioEvent ComancheVoiceUpgradeRocketPods Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Sounds = vcomu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ComancheVoiceFalling Sounds = vcomfaa vcomfab vcomfac vcomfad vcomfae Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -522,7 +522,7 @@ AudioEvent ComancheVoiceModeRocketPods Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Sounds = vcoma2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -530,8 +530,8 @@ End AudioEvent ComancheVoiceDie Sounds = vcomfaa vcomfab vcomfac vcomfad vcomfae Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -544,7 +544,7 @@ AudioEvent ChinookVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -553,8 +553,8 @@ AudioEvent ChinookVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -564,7 +564,7 @@ AudioEvent ChinookVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -573,7 +573,7 @@ AudioEvent ChinookVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -582,7 +582,7 @@ AudioEvent ChinookVoiceCombatDrop Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -591,7 +591,7 @@ AudioEvent ChinookVoiceUnload Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -600,7 +600,7 @@ AudioEvent ChinookVoiceSupply Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -609,16 +609,16 @@ AudioEvent ChinookVoiceSuppliesDepleted Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent ChinookVoiceFalling Sounds = vchifac vchifad vchifae vchifaf ; vchifaa vchifab Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -630,7 +630,7 @@ AudioEvent AuroraBomberVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -640,8 +640,8 @@ AudioEvent AuroraBomberVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -651,7 +651,7 @@ AudioEvent AuroraBomberVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -660,7 +660,7 @@ AudioEvent AuroraBomberVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -669,7 +669,7 @@ AudioEvent AuroraBomberVoiceSuperSonic Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -678,7 +678,7 @@ AudioEvent AuroraBomberVoiceModeSuperSonic Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -688,16 +688,16 @@ AudioEvent AuroraBomberVoiceLowFuel Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent AuroraBomberVoiceFalling Sounds = vaurfaa vaurfab vaurfac Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -708,15 +708,15 @@ End AudioEvent AmbulanceVoiceSelect Sounds = vambsea vambseb vambsec vambsed vambsee vambsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceCreate Sounds = vambseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -724,28 +724,28 @@ End AudioEvent AmbulanceVoiceMove Sounds = vambmoa vambmob vambmoc vambmod vambmoe vambmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceHeal Sounds = vambhea vambheb vambhec vambhed vambhee vambhef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceDetox Sounds = vambdea vambdeb vambdec vambded Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceModeDetox Sounds = ; vambmda vambmdb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -753,14 +753,14 @@ End AudioEvent AmbulanceVoiceDrone Sounds = vambdra vambdrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceCrush Sounds = vambcra vambcrb vambcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -771,15 +771,15 @@ End AudioEvent HumveeVoiceSelect Sounds = vhumsea vhumseb vhumsef ; vhumsec vhumsed vhumsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceCreate Sounds = vhumseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -787,49 +787,49 @@ End AudioEvent HumveeVoiceMove Sounds = vhummoa vhummob vhummod vhummoe vhummof ; vhummoc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceAttack Sounds = vhumata vhumatb vhumatc vhumatd vhumate vhumatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceAttackTOW Sounds = vhuma2a vhuma2b vhuma2c vhuma2d vhuma2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceDrone Sounds = vhumdra vhumdrb vhumdrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceCrush Sounds = vhumcra vhumcrb vhumcrc vhumcrd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceUpgradeTowMissiles Sounds = vhumu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceUnload Sounds = vhumuna vhumunb vhumhunc vhumund Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -839,15 +839,15 @@ End AudioEvent ColonelBurtonVoiceSelect Sounds = icolsea icolseb icolsec icolsee icolsef icolseg icolseh Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceCreate Sounds = icolsei Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -855,43 +855,43 @@ End AudioEvent ColonelBurtonVoiceMove Sounds = icolmoa icolmob icolmoc icolmod icolmoe icolclb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceAttack Sounds = icolata icolatb icolatc icolatd icolate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceAttackKnife Sounds = icola2a icola2b icola2c icola2d icola2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceClimb Sounds = icolcla icolclb icolclc icolcld Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceGarrison Sounds = icolgaa icolgab icolgac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceFear Sounds = icolfea icolfeb icolfec icolfed icolfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -900,8 +900,8 @@ AudioEvent ColonelBurtonVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -910,7 +910,7 @@ End AudioEvent ColonelBurtonVoiceModeKnife Sounds = icolmka Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -918,7 +918,7 @@ End AudioEvent ColonelBurtonVoiceModeTimedCharge Sounds = icolmtb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -926,7 +926,7 @@ End AudioEvent ColonelBurtonVoiceModeRemoteCharge Sounds = icolmra Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -935,14 +935,14 @@ End AudioEvent ColonelBurtonVoicePlantTimedCharge Sounds = icola3a icola3b icola3c icola3d icola3e icola3f Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoicePlantRemoteCharge Sounds = icola3a icola3b icola3c icola3d icola3e icola3f Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -950,7 +950,7 @@ End ; AudioEvent ColonelBurtonVoiceDemoChargeTaunt ; Sounds = ; Control = RANDOM -; Volume = 80% +; Volume = 80.0% ; Type = UI VOICE PLAYER ; End @@ -961,15 +961,15 @@ End AudioEvent DozerUSAVoiceSelect Sounds = vdousea vdouseb vdousec vdoused vdousee vdousef vdouseg vdouseh vdousei Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceCreate Sounds = vdousej Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -977,14 +977,14 @@ End AudioEvent DozerUSAVoiceMove Sounds = vdoumoa vdoumob vdoumoc vdoumoe vdoumof vdoumog ; vdoumod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceCrush Sounds = vdoucra vdoucrb vdoucrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -992,29 +992,29 @@ End AudioEvent DozerUSAVoiceBuild Sounds = vdoubua vdoubub vdoubuc vdoubud vdoubue Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceBuildNot Sounds = vdounoa vdounob vdounoc vdounod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceRepair Sounds = vdourea vdoureb vdourec vdoured vdouree Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceBuildComplete Sounds = vdoucoa vdoucob vdoucoc Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Priority = HIGH Type = WORLD PLAYER GLOBAL End @@ -1023,7 +1023,7 @@ End AudioEvent DozerUSAVoiceClearMine Sounds = vdoucla vdouclb vdouclc vdoucld vdoucle Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1032,15 +1032,15 @@ End AudioEvent PaladinTankVoiceSelect Sounds = vpalsea vpalseb vpalsec vpalsed vpalsee vpalsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceCreate Sounds = vpalseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1048,28 +1048,28 @@ End AudioEvent PaladinTankVoiceMove Sounds = vpalmoa vpalmob vpalmoc vpalmod vpalmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceAttack Sounds = vpalata vpalatb vpalatc vpalatd vpalate ; vpalatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceCrush Sounds = vpalcra vpalcrb vpalcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceDrone Sounds = vpaldra vpaldrb vpaldrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1080,15 +1080,15 @@ End AudioEvent PathfinderVoiceSelect Sounds = ipatsea ipatseb ipatsec ipatsed ipatsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceCreate Sounds = ipatsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1096,37 +1096,37 @@ End AudioEvent PathfinderVoiceMove Sounds = ipatmoa ipatmob ipatmoc ipatmod ipatmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceAttack Sounds = ipatata ipatatb ipatatc ipatatd ipatate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceSurrender Sounds = ipatsua ipatsub ipatsuc Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent PathfinderVoiceGarrison Sounds = ipatgaa ipatgab ipatgac ipatgad Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceFear Sounds = ipatfea ipatfeb ipatfec ipatfed ipatfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1136,8 +1136,8 @@ AudioEvent PathfinderVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD SHROUDED EVERYONE End @@ -1149,7 +1149,7 @@ AudioEvent StealthFighterVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1158,8 +1158,8 @@ AudioEvent StealthFighterVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1169,7 +1169,7 @@ AudioEvent StealthFighterVoiceMove Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1178,7 +1178,7 @@ AudioEvent StealthFighterVoiceAttackAir Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1187,7 +1187,7 @@ AudioEvent StealthFighterVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1196,8 +1196,8 @@ AudioEvent StealthFighterVoiceLowFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Priority = HIGH Type = WORLD PLAYER GLOBAL End @@ -1207,7 +1207,7 @@ AudioEvent StealthFighterVoiceAirPatrol Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1215,8 +1215,8 @@ End AudioEvent StealthFighterVoiceFalling Sounds = vstefaa vstefab vstefac Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1226,45 +1226,45 @@ End AudioEvent PilotVoiceSelect Sounds = ipilsea ipilseb ipilsec ipilsed ipilsee ipilsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PilotVoiceMove Sounds = ipilmoa ipilmob ipilmoc ipilmod ipilmoe ipilmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PilotVoiceEnter Sounds = ipilena ipilenb ipilenc ipilend ipilene Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PilotVoiceEject Sounds = ipileja Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End AudioEvent PilotVoiceFear Sounds = ipilfea ipilfeb ipilfec ipilfed ipilfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End AudioEvent PilotVoiceSurrender Sounds = ipilsua ipilsub ipilsuc Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -1274,7 +1274,7 @@ AudioEvent PilotVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -1283,15 +1283,15 @@ End AudioEvent POWTruckUSAVoiceSelect Sounds = vpousea vpouseb vpousec vpoused vpousee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceCreate Sounds = vpousef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1299,28 +1299,28 @@ End AudioEvent POWTruckUSAVoiceMove Sounds = vpoumoa vpoumob vpoumoc vpoumod vpoumoe vpoumof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoicePickup Sounds = vpoupia vvpoupib vpoupic vpoupid vpoupie Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceReturn Sounds = vpourea vpoureb vpourec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceCrush Sounds = vpoucra vpoucrb vpoucrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1332,15 +1332,15 @@ End AudioEvent RedGuardVoiceSelect Sounds = iredsea iredseb iredsec iredsed iredsee iredsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceCreate Sounds = iredseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1348,14 +1348,14 @@ End AudioEvent RedGuardVoiceMove Sounds = iredmoa iredmob iredmoc iredmod iredmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceAttack Sounds = iredata iredatb iredatc iredatd iredate iredatf iredatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1364,21 +1364,21 @@ End AudioEvent RedGuardVoiceAttackBayonet Sounds = iredata iredatc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceSubdue Sounds = iredsba iredsbb iredsbc iredsbd iredsbe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceCapture Sounds = iredcaa iredcab iredcac iredcad iredcae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1386,36 +1386,36 @@ AudioEvent RedGuardVoiceCaptureComplete Sounds = iredcoa iredcoc iredcod iredcoe ; iredcob Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent RedGuardVoiceGarrison Sounds = iredgaa iredgab iredgac iredgad iredgae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceUpgradeNationalism Sounds = iredu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceUpgradeStunBullets Sounds = iredu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceModeGun Sounds = iredmga iredmgb iredmgc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1424,8 +1424,8 @@ AudioEvent RedGuardVoiceBaseAttack Sounds = iredbaa iredbab iredbac iredbad Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End @@ -1433,8 +1433,8 @@ AudioEvent RedGuardVoiceLaugh Sounds = iredla iredlab iredlac Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End @@ -1442,8 +1442,8 @@ AudioEvent Cin_RedGuardVoiceLaugh Sounds = iredlab Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End @@ -1451,24 +1451,24 @@ AudioEvent RedGuardVoiceBuildingStolen Sounds = iredbsa iredbsb iredbsc Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RedGuardVoiceSurrender Sounds = iredsua iredsub iredsuc iredsud iredsue Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent RedGuardVoiceFear Sounds = iredfea iredfeb iredfec iredfed iredfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1477,8 +1477,8 @@ AudioEvent RedGuardVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1489,15 +1489,15 @@ End AudioEvent TankHunterVoiceSelect Sounds = itansea itanseb itansec itansed itansee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceCreate Sounds = itansef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1505,14 +1505,14 @@ End AudioEvent TankHunterVoiceMove Sounds = itanmoa itanmob itanmoc itanmod itanmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceGarrison Sounds = itanmoa itanmob itanmoc itanmod itanmoe Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End @@ -1520,30 +1520,30 @@ End AudioEvent TankHunterVoiceAttack Sounds = itanata itanatb itanatc itanatd itanate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceTNT Sounds = itana2a itana2b itana2c itana2d Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceSurrender Sounds = itansua itansub itansuc Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent TankHunterVoiceFear Sounds = itanfea itanfeb itanfec itanfed itanfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1552,8 +1552,8 @@ AudioEvent TankHunterVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1564,15 +1564,15 @@ End AudioEvent BattleMasterTankVoiceSelect Sounds = vbatsea vbatseb vbatsec vbatsed vbatsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceCreate Sounds = vbatsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1580,35 +1580,35 @@ End AudioEvent BattleMasterTankVoiceMove Sounds = vbatmoa vbatmob vbatmoc vbatmod vbatmoe vbatmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceAttack Sounds = vbatata vbatatb vbatatc vbatatd vbatate vbatatf vbatcrb vbatcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeNuclear Sounds = vbatu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeDepleted Sounds = vbatu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceCrush Sounds = vbatcra vbatcrb vbatcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1618,15 +1618,15 @@ End AudioEvent InfernoCannonVoiceSelect Sounds = vinfsea vinfseb vinfsec vinfsed vinfsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceCreate Sounds = vinfsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1634,21 +1634,21 @@ End AudioEvent InfernoCannonVoiceMove Sounds = vinfmoa vinfmob vinfmoc vinfmod vinfmoe vinfmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceAttack Sounds = vinfata vinfatb vinfatc vinfatd vinfate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceCrush Sounds = vinfcra vinfcrb vinfcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1660,7 +1660,7 @@ AudioEvent MigVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1669,8 +1669,8 @@ AudioEvent MigVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1680,7 +1680,7 @@ AudioEvent MigVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1689,7 +1689,7 @@ AudioEvent MigVoiceAttackAir Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1698,7 +1698,7 @@ AudioEvent MigVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1707,7 +1707,7 @@ AudioEvent MigVoiceUpgradeMigArmor Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1716,8 +1716,8 @@ AudioEvent MigVoiceLowFuel Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -1726,15 +1726,15 @@ AudioEvent MigVoiceAirPatrol Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MigVoiceFalling Sounds = vmigfaa vmigfab vmigfac vmigfac vmigfad vmigfae Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1745,15 +1745,15 @@ End AudioEvent DragonTankVoiceSelect Sounds = vdrasea vdraseb vdrasec vdrased vdrasee vdrasef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceCreate Sounds = vdraseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1761,35 +1761,35 @@ End AudioEvent DragonTankVoiceMove Sounds = vdramoa vdramob vdramoc vdramod vdramoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceAttack Sounds = vdraata vdraatb vdraatc vdraatd vdraate vdraatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceCrush Sounds = vdramoa vdramob vdramoc vdramod vdramoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceFireStorm Sounds = vdraa2a vdraa2b vdraa2c vdraa2d Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceModeFireStorm Sounds = ; vdramfa vdramfb vdramfc vdramfd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1797,7 +1797,7 @@ End AudioEvent DragonTankVoiceUpgradeBlackNapalm Sounds = vdrau1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1809,15 +1809,15 @@ End AudioEvent HackerVoiceSelect Sounds = ihacsea ihacseb ihacsec ihacsed ihacsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HackerVoiceCreate Sounds = ihacsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1825,14 +1825,14 @@ End AudioEvent HackerVoiceMove Sounds = ihacmoa ihacmob ihacmoc ihacmod ihacmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HackerVoiceGarrison Sounds = ihacmoa ihacmob ihacmoc ihacmod ihacmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1840,14 +1840,14 @@ End AudioEvent HackerVoiceHack Sounds = ihacata ihacatb ihacatc ihacatd ihacate ihacatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HackerVoiceModeHack Sounds = ihacmha ihacmhb ihacmhc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1856,15 +1856,15 @@ AudioEvent HackerVoiceHackComplete Sounds = ihaccoa Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent HackerVoiceModeInternet Sounds = ihaca2a ihaca2b ihaca2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1872,16 +1872,16 @@ End AudioEvent HackerVoiceSurrender Sounds = ihacsua ihacsub Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent HackerVoiceFear Sounds = ihacfea ihacfeb ihacfec ihacfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1890,8 +1890,8 @@ AudioEvent HackerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1903,15 +1903,15 @@ End AudioEvent TroopCrawlerVoiceSelect Sounds = vtrosea vtroseb vtrosec vtrosed vtrosee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceCreate Sounds = vtrosef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1919,42 +1919,42 @@ End AudioEvent TroopCrawlerVoiceMove Sounds = vtromoa vtromob vtromoc vtromod vtromoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceAttack Sounds = vtroata vtroatb vtroatc vtroatd vtroate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceCrush Sounds = vtrocra vtrocrb vtrocrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceUnload Sounds = vtrouna vtrounb vtrounc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceAssault Sounds = vtroata vtroatb vtroatc vtroatd vtroate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceModeAssault Sounds = vtromaa vtromab Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1967,15 +1967,15 @@ End AudioEvent OverlordTankVoiceSelect Sounds = vovesea voveseb vovesec vovesee vovesef voveseg vovecra ; vovesed Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceCreate Sounds = vovesed Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1983,35 +1983,35 @@ End AudioEvent OverlordTankVoiceMove Sounds = vovemoa vovemob vovemoc vovemod vovemoe vovemof vovemog Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceAttack Sounds = voveata voveatb voveatc voveate voveatf voveatg vovecrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceCrush Sounds = vovecra vovecrb vovecrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceUnload Sounds = voveunb ; voveuna voveunc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceModeBunker Sounds = voveu1a Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2019,7 +2019,7 @@ End AudioEvent OverlordTankVoiceModeSpeakerTower Sounds = voveu2a Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2027,7 +2027,7 @@ End AudioEvent OverlordTankVoiceModeGattling Sounds = voveu3a Control = RANDOM - Volume = 90% + Volume = 90.0% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -2036,14 +2036,14 @@ End AudioEvent OverlordTankBunkerVoiceCreate Sounds = voveu1b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankGattlingCannonVoiceCreate Sounds = voveu3b Control = RANDOM - Volume = 80% + Volume = 80.0% Priority = HIGH Type = UI VOICE PLAYER End @@ -2051,7 +2051,7 @@ End AudioEvent OverlordTankPropagandaTowerVoiceCreate Sounds = voveu2b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2061,15 +2061,15 @@ End AudioEvent GattlingTankVoiceSelect Sounds = vgatsea vgatseb vgatsed vgatsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceCreate Sounds = vgatsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2077,35 +2077,35 @@ End AudioEvent GattlingTankVoiceMove Sounds = vgatmoa vgatmob vgatmoc vgatmoe ; vgatmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceAttack Sounds = vgatata vgatatb vgatatc vgatatd vgatate Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceCrush Sounds = vgatcra vgatcrb vgatcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceUpgrade Sounds = vgatu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceRapid Sounds = vgatraa vgatrab vgatrac Control = RANDOM - Volume = 110% + Volume = 110.0% Type = WORLD PLAYER Limit = 1 End @@ -2116,15 +2116,15 @@ End AudioEvent BlackLotusVoiceSelect Sounds = iblasea iblaseb iblasec iblased iblasee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BlackLotusVoiceCreate Sounds = iblasef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2132,21 +2132,21 @@ End AudioEvent BlackLotusVoiceMove Sounds = iblamoa iblamob iblamoc iblamod iblamoe iblamof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End ; AudioEvent BlackLotusVoiceAttack ; Sounds = iblaata iblaatb iblaatc iblaate iblaatf iblaatg ; Control = RANDOM -; Volume = 90% +; Volume = 90.0% ; Type = UI VOICE PLAYER ; End AudioEvent BlackLotusVoiceModeBuilding Sounds = iblamba iblambb iblambc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2154,7 +2154,7 @@ End AudioEvent BlackLotusVoiceHackBuilding Sounds = iblahaa iblahab iblahac iblahad iblahae iblahaf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2162,15 +2162,15 @@ AudioEvent BlackLotusVoiceCaptureComplete Sounds = iblacoa Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent BlackLotusVoiceModeVehicle Sounds = iblamva iblamvb iblamvc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2178,7 +2178,7 @@ End AudioEvent BlackLotusVoiceHackVehicle Sounds = iblah2a iblah2b iblah2c iblah2d iblah2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2186,8 +2186,8 @@ AudioEvent BlackLotusVoiceDisableComplete Sounds = iblac2a Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -2195,7 +2195,7 @@ End AudioEvent BlackLotusVoiceModeCash Sounds = iblamma iblammb iblammc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2203,7 +2203,7 @@ End AudioEvent BlackLotusVoiceHackCash Sounds = iblah3a iblah3d ; iblah3e iblah3c iblah3b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2211,16 +2211,16 @@ End AudioEvent BlackLotusVoiceCashComplete Sounds = iblah3e - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent BlackLotusVoiceFear Sounds = iblafea iblafeb iblafec iblafed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -2229,8 +2229,8 @@ AudioEvent BlackLotusVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -2240,15 +2240,15 @@ End AudioEvent SupplyTruckVoiceSelect Sounds = vsupsea vsupseb vsupsec vsupsed vsupsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceCreate Sounds = vsupsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2256,22 +2256,22 @@ End AudioEvent SupplyTruckVoiceMove Sounds = vsupmoa vsupmob vsupmoc vsupmod vsupmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceSupply Sounds = vsupspa vsupspb vsupspc vsupspd vsupspe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceSuppliesDepleted Sounds = vsupsda vsupsdb vsupsdc vsupsdd vsupsde Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2280,7 +2280,7 @@ End AudioEvent SupplyTruckVoiceCrush Sounds = vsupcra vsupcrb vsupcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2290,15 +2290,15 @@ End AudioEvent DozerChinaVoiceSelect Sounds = vdocsea vdocseb vdocsec vdocsed vdocsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceCreate Sounds = vdocsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2306,21 +2306,21 @@ End AudioEvent DozerChinaVoiceMove Sounds = vdocmoa vdocmob vdocmoc vdocmod vdocmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceBuild Sounds = vdocbua vdocbub vdocbuc vdocbud vdocbuf ; vdocbue Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceBuildNot Sounds = vdocnoa vdocnob vdocnoc vdocnod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2328,29 +2328,29 @@ AudioEvent DozerChinaVoiceBuildComplete Sounds = vdoccoa vdoccob vdoccoc vdoccod Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent DozerChinaVoiceRepair Sounds = vdocrea vdocreb vdocrec vdocred Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceCrush Sounds = vdoccra vdoccrb vdoccrc vdoccrd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceClearMine Sounds = vdoccla vdocclb vdocdlc vdoccld Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2359,15 +2359,15 @@ End AudioEvent NukeCannonVoiceSelect Sounds = vnuksea vnukseb vnuksed vnuksee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceCreate Sounds = vnuksef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2375,35 +2375,35 @@ End AudioEvent NukeCannonVoiceMove Sounds = vnukmob vnukmoc vnukmod vnukmoe ; vnukmoa Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceAttack Sounds = vnukata vnukatb vnukatc vnukatd vnukate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceDeploy Sounds = vnukdea vnukdeb vnukdec Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceUnDeploy Sounds = vnukd2a vnukd2b vnuk2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceCrush Sounds = vnukmoc vnukmoe Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End @@ -2413,15 +2413,15 @@ End AudioEvent POWTruckChinaVoiceSelect Sounds = vpocsed vpocsee vpocred ; vpocsea vpocseb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceCreate Sounds = vpocsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2429,35 +2429,35 @@ End AudioEvent POWTruckChinaVoiceMove Sounds = vpocmoa vpocmoc vpocmoe vpocpia vpocpid ; vpocmob vpocmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoicePickup Sounds = vpocpib vpocpic vpocpie Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceReturn Sounds = vpocrea vpocreb vpocrec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceUpgradeSubliminal Sounds = vpocu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceCrush Sounds = vpoccra vpoccrb vpoccrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2467,15 +2467,15 @@ End AudioEvent RebelVoiceSelect Sounds = irebsea irebseb irebsec irebsed irebsee irebsef irebseg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceCreate Sounds = irebseh Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2483,21 +2483,21 @@ End AudioEvent RebelVoiceMove Sounds = irebmoa irebmob irebmoc irebmod irebmoe irebmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceAttack Sounds = irebata irebatb irebatc irebatd irebate irebatf irebatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceCapture Sounds = irebcaa irebcab irebcac irebcad irebcae irebcaf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2505,68 +2505,68 @@ AudioEvent RebelVoiceCaptureComplete Sounds = irebcoa irebcob ; irebcoc irebcod Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent RebelVoiceSubdue Sounds = irebsba irebsbb irebsbc irebsbd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceGarrison Sounds = irebgaa irebgab irebgac irebgad irebgae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceLaugh Sounds = ireblaa ireblab ireblac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceSurrender Sounds = irebsua irebsub irebsuc irebsud irebsue Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent RebelVoiceFear Sounds = irebfea irebfeb irebfec irebfed irebfee irebfef Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End AudioEvent RebelVoiceBaseAttack Sounds = irebbaa irebbab irebbac irebbad Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RebelVoiceBuildingStolen Sounds = irebbsa irebbsb irebbsc Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RebelVoiceModeTranquilizers Sounds = irebmta irebmtb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2574,7 +2574,7 @@ End AudioEvent RebelVoiceModeGun Sounds = irebmga irebmgb irebmgc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2582,21 +2582,21 @@ End AudioEvent RebelVoiceUpgradeAPBullets Sounds = irebu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeCamoflage Sounds = irebu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeTranqDarts Sounds = irebmtc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2607,8 +2607,8 @@ AudioEvent RebelVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD SHROUDED EVERYONE End @@ -2617,15 +2617,15 @@ End AudioEvent TerroristVoiceSelect Sounds = itersea iterseb itersec itersee itersef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceCreate Sounds = iterseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2633,36 +2633,36 @@ End AudioEvent TerroristVoiceMove Sounds = itermoa itermob itermoc itermoe itermof itermog ; itermod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceAttack Sounds = iterata iteratb iteratc iteratd iterate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceEnter Sounds = itermoa itermob itermoc itermoe itermof itermog Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceEnterHostile Sounds = itera2a itera2b itera2c itera2d itera2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceFear Sounds = iterfea iterfeb iterfec iterfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -2672,8 +2672,8 @@ AudioEvent TerroristVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -2682,21 +2682,21 @@ End AudioEvent CarBombVoiceSelect Sounds = vcarsea vcarseb vcarsec vcarsed vcarsee vcarsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CarBombVoiceMove Sounds = vcarmoa vcarmob vcarmoc vcarmod vcarmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CarBombVoiceAttack Sounds = vcarata vcaratb vcaratc vcaratd vcarate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2706,15 +2706,15 @@ End AudioEvent ScorpionTankVoiceSelect Sounds = vscosea vscoseb vscosec vscosed vscosee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceCreate Sounds = vscosef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2722,28 +2722,28 @@ End AudioEvent ScorpionTankVoiceMove Sounds = vscomoa vscomob vscomoc vscomod vscomoe vscomof ; vscomog Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceAttack Sounds = vscoata vscoatb vscoatc vscoatd vscoate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceAttackRocket Sounds = vscoa2a vsco2b vscoa2c vscoa2d vscoa2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceModeRocket Sounds = vscomra vscomrb vscomrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2751,28 +2751,28 @@ End AudioEvent ScorpionTankVoiceUpgradeRocket Sounds = vscou1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceUpgradeToxin Sounds = vscou2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceUpgradeJunkRepair Sounds = vscou3 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceCrush Sounds = vscocra vscocrb vscocrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2783,15 +2783,15 @@ End AudioEvent RocketBuggyVoiceSelect Sounds = vrocsea vrocseb vrocsec vrocsed vrocsee vrocsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceCreate Sounds = vrocseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2799,35 +2799,35 @@ End AudioEvent RocketBuggyVoiceMove Sounds = vrocmoa vrocmob vrocmoc vrocmod vrocmoe vrocmof vroccrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceAttack Sounds = vrocata vrocatb vrocatc vrocatd vrocate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceUpgradeAmmo Sounds = vrocu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceUpgradeAPRockets Sounds = vrocu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceCrush Sounds = vroccra vroccrb vroccrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2838,15 +2838,15 @@ End AudioEvent RadarVanVoiceSelect Sounds = vradsea vradseb vradsec vradsed vradsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceCreate Sounds = vradsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2854,21 +2854,21 @@ End AudioEvent RadarVanVoiceMove Sounds = vradmoa vradmob vradmoc vradmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceCrush Sounds = vradcra vradcrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceUpgradeRadarScan Sounds = vradmoe - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2879,15 +2879,15 @@ End AudioEvent ToxinTractorVoiceSelect Sounds = vtoxsea vtoxseb vtoxsec vtoxsed vtoxsee vtoxsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceCreate Sounds = vtoxseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2895,28 +2895,28 @@ End AudioEvent ToxinTractorVoiceMove Sounds = vtoxmoa vtoxmob vtoxmoc vtoxmod vtoxmoe vtoxmof vtoxmog vtoxmoh Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceAttack Sounds = vtoxata vtoxatb vtoxatc vtoxatd vtoxate vtoxatf vtoxatg ; vtoxath Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceAttackContam Sounds = vtoxa2a vtoxa2b vtoxa2c vtoxa2d vtoxa2e vtoxa2f Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceModeContam Sounds = ; vtoxmca vtoxmcb vtoxmcc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2924,14 +2924,14 @@ End AudioEvent ToxinTractorVoiceUpgradeAnthrax Sounds = vtoxu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceCrush Sounds = vtoxcra vtoxcrb vtoxcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2941,15 +2941,15 @@ End AudioEvent TechnicalVoiceSelect Sounds = vtecsea vtecseb vtecsec vtecsed vtecsee vtecsef Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceCreate Sounds = vtecath Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2957,28 +2957,28 @@ End AudioEvent TechnicalVoiceMove Sounds = vtecmoa vtecmob vtecmoc vtecmod vtecmoe vteccrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceAttack Sounds = vtecata vtecatc vtecatd vtecate vtecatf vtecatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceSalvage Sounds = vtecsaa vtecsab vtecsac vtecsad vtecsae vtecatb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceUnload Sounds = vtecuna vtecunb vtecunc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2986,7 +2986,7 @@ End AudioEvent TechnicalVoiceCrush Sounds = vtecmoa vtecmob vtecmoc vtecmod vtecmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2996,9 +2996,9 @@ AudioEvent TechnicalVoiceDie Control = RANDOM Priority = HIGH Limit = 2 - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -5.0 5.0 - Volume = 65% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -3008,15 +3008,15 @@ End AudioEvent BombTruckVoiceSelect Sounds = vbomsea vbomseb vbomsec vbomsed vbomsee vbomsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceCreate Sounds = vbomseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3024,28 +3024,28 @@ End AudioEvent BombTruckVoiceMove Sounds = vbommoa vbommob vbommoc vbommod vbommoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceAttack Sounds = vbomata vbomatb vbomatc vbomatd vbomate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceDisguise Sounds = vbomdsa vbomdsb vbomdsc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceModeDisguise Sounds = vbommda vbommdb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3053,7 +3053,7 @@ End AudioEvent BombTruckVoiceModeHiEx Sounds = vbommha Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3061,7 +3061,7 @@ End AudioEvent BombTruckVoiceModeBioBomb Sounds = vbommba Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3069,14 +3069,14 @@ End AudioEvent BombTruckVoiceUpgradeHiEx Sounds = vbomu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceUpgradeBioBomb Sounds = vbomu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3086,15 +3086,15 @@ End AudioEvent QuadCannonVoiceSelect Sounds = vquasea vquaseb vquasec vquased vquasef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceCreate Sounds = vquasee Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3102,35 +3102,35 @@ End AudioEvent QuadCannonVoiceMove Sounds = vquamoa vquamob vquamoc vquamod vquamoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceAttack Sounds = vquaata vquaatb vquaatc vquaatd vquaate vquacrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceAttackAir Sounds = vquaa2a vquaa2b vquaa2c vquaa2d vquaa2e vquaa2f Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceSalvage Sounds = vquasaa vquasab vquasac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceCrush Sounds = vquaacra vquacrb vquacrc vquacrd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3142,15 +3142,15 @@ End AudioEvent WorkerVoiceSelect Sounds = iworsea iworseb iworsec iworsed iworsee iworsef iworseg iworsei Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceCreate Sounds = iworseh Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3158,28 +3158,28 @@ End AudioEvent WorkerVoiceMove Sounds = iwormoa iwormob iwormoc iwormod iwormoe iwormof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceGarrison Sounds = iworga iworgab iworgac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceBuild Sounds = iworbua iworbub iworbuc iworbud iworbue iworbuf iworbug Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceBuildNot Sounds = iwornoa iwornob iwornoc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3187,8 +3187,8 @@ AudioEvent WorkerVoiceBuildComplete Sounds = iworcoa iworcob iworcoc iworcod Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -3196,43 +3196,43 @@ AudioEvent WorkerVoiceSuppliesDepleted Sounds = iworsda iworsdb iworsdc Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent WorkerVoiceRepair Sounds = iworre iworreb iworrec iworred iworree iworref Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceFortify Sounds = iworfoa iworfob iworfoc iworfod iworfoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceClearMine Sounds = iworcla iworclb iworclc iworcld iworcle iworclf iworclg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceSupply Sounds = iworspa iworspb iworspc iworspd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceUpgradeShoes Sounds = iworu1a iworu1b iwor1c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3242,8 +3242,8 @@ AudioEvent WorkerVoiceFear Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -3253,8 +3253,8 @@ AudioEvent WorkerVoiceSurrender Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3264,8 +3264,8 @@ AudioEvent WorkerVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3276,15 +3276,15 @@ End AudioEvent HijackerVoiceSelect Sounds = ihijsea ihijseb ihijsec ihijsed ihijsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceCreate Sounds = ihijsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3292,21 +3292,21 @@ End AudioEvent HijackerVoiceMove Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceGarrison Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceAttack Sounds = ihijata ihijatb ihijtc ihijatd ihijate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3314,22 +3314,22 @@ End AudioEvent HijackerVoiceEnter Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceEnterHostile Sounds = ihijata ihijatb ihijatc ihijatd ihijate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceFear Sounds = ihijfea ihijfeb ihijfec ihijfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -3339,8 +3339,8 @@ AudioEvent HijackerVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3349,10 +3349,10 @@ AudioEvent HijackDriver Sounds = ihijhia ihijhib ihijhic Attack = ihijweaa Control = RANDOM - Volume = 110% + Volume = 110.0% MinRange = 200.0 MaxRange = 800.0 - MinVolume = 80% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -3360,8 +3360,8 @@ End AudioEvent HijackerVoiceSurrender Sounds = ihijfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -3371,15 +3371,15 @@ End AudioEvent JarmenKellVoiceSelect Sounds = ijarsea ijarseb ijarsed ijarsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceCreate Sounds = ijarsec Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3387,28 +3387,28 @@ End AudioEvent JarmenKellVoiceMove Sounds = ijarmoa ijarmob ijarmoc ijarmod ijarmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceAttack Sounds = ijarata ijaratb ijaratc ijaratd ijarate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceSnipe Sounds = ijara2a ijara2b ijara2c ijara2d ijara2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceModeSnipe Sounds = ijarsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3416,15 +3416,15 @@ End AudioEvent JarmenKellVoiceFear Sounds = ijarfea ijarfeb ijarfec ijarfec ijarfed ijarfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End AudioEvent JarmenKellVoiceGarrison Sounds = ijargaa ijargab ijargac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3434,8 +3434,8 @@ AudioEvent JarmenKellVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3446,15 +3446,15 @@ End AudioEvent ScudLauncherVoiceSelect Sounds = vscusea vscuseb vscusec vscused vscusee vscusef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceCreate Sounds = vscuseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3462,21 +3462,21 @@ End AudioEvent ScudLauncherVoiceMove Sounds = vscumoa vscumob vscumoc vscumod vscumoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceAttack Sounds = vscuata vscuatb vscuatc vscuatd vscuate vscuatf vscuatg vscuath Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceModeAnthrax Sounds = vscumaa ; vscumab Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3484,7 +3484,7 @@ End AudioEvent ScudLauncherVoiceModeHiEx Sounds = vscumha ; vscumhb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3492,7 +3492,7 @@ End AudioEvent ScudLauncherVoiceCrush Sounds = vscucra vscucrb vscucrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3502,15 +3502,15 @@ End AudioEvent MarauderTankVoiceSelect Sounds = vmarsea vmarseb vmarsec vmarsed vmarsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceCreate Sounds = vmarsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3518,21 +3518,21 @@ End AudioEvent MarauderTankVoiceMove Sounds = vmarmoa vmarmob vmarmoc vmarmoe ; vmarmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceAttack Sounds = vmarata vmaratb vmaratc vmaratd vmarate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceSalvage Sounds = vmarsaa vmarsab vmarsac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3540,7 +3540,7 @@ End AudioEvent MarauderTankVoiceCrush Sounds = vmarcra vmarcrb vmarcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3551,15 +3551,15 @@ End AudioEvent POWTruckGLAVoiceSelect Sounds = vpogsea vpogseb vpogsec vpogsed vpogsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceCreate Sounds = vpogsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3567,28 +3567,28 @@ End AudioEvent POWTruckGLAVoiceMove Sounds = vpogmoa vpogmob vpogmoc vpogmod vpogmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoicePickup Sounds = vpogpia vpogpib vpogpic vpogpid vpogpie Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceReturn Sounds = vpogrea vpogreb vpogrec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceCrush Sounds = vpogcra vpogcrb vpogcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3600,15 +3600,15 @@ End AudioEvent RPGTrooperVoiceSelect Sounds = irpgsea irpgseb irpgsec irpgsee irpgseg ; irpgsed irpgseh Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceCreate Sounds = irpgsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3617,37 +3617,37 @@ End AudioEvent RPGTrooperVoiceGarrison Sounds = irpggaa irpggab irpggac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceMove Sounds = irpgmoa irpgmob irpgmoc irpgmod irpgmoe irpgmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceAttack Sounds = irpgata irpgatb irpgatc irpgatd irpgate irpgatf irpgatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceSurrender Sounds = irpgsua irpgsub irpgsuc Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent RPGTrooperVoiceFear Sounds = irpgfea irpgfeb irpgfec irpgfed irpgfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -3656,8 +3656,8 @@ AudioEvent RPGTrooperVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -3667,23 +3667,23 @@ End AudioEvent AngryMobVoiceUpgradeArmTheMob Sounds = iangu1c ; iangu1a iangu1c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AngryMobVoiceUpgradeArmTheMobCrowd Sounds = iangupg Limit = 1 - Volume = 70% + Volume = 70.0% Type = UI VOICE PLAYER End AudioEvent AngryMobVoiceSelect Sounds = iangsela iangselb iangselc iangseld Control = RANDOM - Volume = 80% + Volume = 80.0% MinRange = 150.0 - MinVolume = 70% + MinVolume = 70.0% Type = WORLD GLOBAL PLAYER End @@ -3692,8 +3692,8 @@ AudioEvent AngryMobVoiceCreate Control = RANDOM MinRange = 300.0 MaxRange = 2000.0 - Volume = 90% - MinVolume = 80% + Volume = 90.0% + MinVolume = 80.0% Type = WORLD GLOBAL PLAYER End @@ -3701,8 +3701,8 @@ AudioEvent AngryMobVoiceMove Sounds = iangmova iangmovb iangmovc iangmovd iangmove Control = RANDOM MinRange = 100.0 - Volume = 80% - MinVolume = 70% + Volume = 80.0% + MinVolume = 70.0% Type = WORLD GLOBAL PLAYER End @@ -3710,8 +3710,8 @@ AudioEvent AngryMobVoiceAttack Sounds = iangatta iangattb iangattc iangattd iangmovf Control = RANDOM MinRange = 100.0 - Volume = 80% - MinVolume = 70% + Volume = 80.0% + MinVolume = 70.0% Type = WORLD GLOBAL PLAYER End @@ -3719,21 +3719,21 @@ End AudioEvent StingerSoldierVoiceSelect Sounds = Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent StingerSoldierVoiceMove Sounds = Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent StingerSoldierVoiceAttack Sounds = Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3742,7 +3742,7 @@ AudioEvent StingerSoldierVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -3754,7 +3754,7 @@ End AudioEvent ConvoyTruckVoiceSelect Sounds = vconsea vconseb vconsec vconsed vconsee vconsef vconseg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3762,15 +3762,15 @@ End AudioEvent ConvoyTruckVoiceMove Sounds = vconmoa vconmob vconmoc vconmod vconmoe vconmof vconmog Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent StrategyCenter_HoldTheLineAnnouncement Sounds = bholdthe Priority = CRITICAL - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% MinRange = 1000.0 MaxRange = 100000.0 Type = WORLD EVERYONE @@ -3779,8 +3779,8 @@ End AudioEvent StrategyCenter_BombardmentPlanAnnouncement Sounds = bbombard Priority = CRITICAL - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% MinRange = 1000.0 MaxRange = 100000.0 Type = WORLD EVERYONE @@ -3789,8 +3789,8 @@ End AudioEvent StrategyCenter_SearchAndDestroyAnnouncement Sounds = bsearcha Priority = CRITICAL - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% MinRange = 1000.0 MaxRange = 100000.0 Type = WORLD EVERYONE @@ -3802,8 +3802,8 @@ End AudioEvent StealthDiscoveredSound ; Sounds = YourMajestysChoice ; Priority = HIGH - ; Volume = 100% - ; MinVolume = 80% + ; Volume = 100.0% + ; MinVolume = 80.0% ; Type = UI PLAYER End @@ -3813,8 +3813,8 @@ End AudioEvent StealthNeutralizedSound ; Sounds = YourMajestysChoice ; Priority = HIGH - ; Volume = 100% - ; MinVolume = 80% + ; Volume = 100.0% + ; MinVolume = 80.0% ; Type = UI PLAYER End @@ -3825,8 +3825,8 @@ End AudioEvent MisGLA02RebelTake Sounds = irebcaf Priority = HIGH - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Type = WORLD GLOBAL EVERYONE End @@ -3834,152 +3834,152 @@ End AudioEvent MisGLA03Civ101 Sounds = mg3ci101 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ201 Sounds = mg3ci201 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ301 Sounds = mg3ci301 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ401 Sounds = mg3ci401 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ501 Sounds = mg3ci501 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ102 Sounds = mg3ci102 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ202 Sounds = mg3ci202 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ302 Sounds = mg3ci302 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ103 Sounds = mg3ci103 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ203 Sounds = mg3ci203 - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ303 Sounds = mg3ci303 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ104 Sounds = mg3ci104 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ204 Sounds = mg3ci204 Priority = HIGH - Volume = 50% - MinVolume = 40% - VolumeShift = -20% + Volume = 50.0% + MinVolume = 40.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ304 Sounds = mg3ci304 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ105 Sounds = mg3ci105 Priority = HIGH - Volume = 80% - MinVolume = 60% - VolumeShift = -15% + Volume = 80.0% + MinVolume = 60.0% + VolumeShift = -15.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ205 Sounds = mg3ci205 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ305 Sounds = mg3ci305 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End @@ -3987,108 +3987,108 @@ End AudioEvent MisGLA03Civ106 Sounds = mg3ci106 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ206 Sounds = mg3ci206 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ306 Sounds = mg3ci306 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ107 Sounds = mg3ci107 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ207 Sounds = mg3ci207 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ307 Sounds = mg3ci307 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ108 Sounds = mg3ci108 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ109 Sounds = mg3ci109 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ308 Sounds = mg3ci308 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard101 Sounds = mg3re101 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard201 Sounds = mg3re201 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard301 Sounds = mg3re301 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End @@ -4096,339 +4096,339 @@ AudioEvent MisGLA03RebelCapturedBuilding Sounds = irebcoa Priority = HIGH Control = RANDOM - Volume = 90% - MinVolume = 80% + Volume = 90.0% + MinVolume = 80.0% Type = WORLD PLAYER GLOBAL End AudioEvent MisGLA04AngryMob01 Sounds = mg4ang01 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob02 Sounds = mg4ang02 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob03 Sounds = mg4ang03 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob04 Sounds = mg4ang04 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob05 Sounds = mg4ang05 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob06 Sounds = mg4ang06 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob07 Sounds = mg4ang07 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob08 Sounds = mg4ang08 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob09 Sounds = mg4ang09 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob10 Sounds = mg4ang10 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob11 Sounds = mg4ang11 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob12 Sounds = mg4ang12 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob13 Sounds = mg4ang13 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob14 Sounds = mg4ang14 - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob15 Sounds = mg4ang15 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob16 Sounds = mg4ang16 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob17 Sounds = mg4ang17 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob18 Sounds = mg4ang18 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob19 Sounds = mg4ang19 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob20 Sounds = mg4ang20 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob21 Sounds = mg4ang21 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob22 Sounds = mg4ang22 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob23 Sounds = mg4ang23 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob24 Sounds = mg4ang24 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob25 Sounds = mg4ang25 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob26 Sounds = mg4ang26 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob27 Sounds = mg4ang27 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob28 Sounds = mg4ang28 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob29 Sounds = mg4ang29 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob30 Sounds = mg4ang30 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob31 Sounds = mg4ang31 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob32 Sounds = mg4ang32 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground01 Sounds = mg8gro01 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground02 Sounds = mg8gro02 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground03 Sounds = mg8gro03 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground04 Sounds = mg8gro04 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground05 Sounds = mg8gro05 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisChi01BombTruck101 Sounds = mc1tr101 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End diff --git a/Generals/Data/INI/Weapon.ini b/Generals/Data/INI/Weapon.ini index 86ace4c..cbe69f7 100644 --- a/Generals/Data/INI/Weapon.ini +++ b/Generals/Data/INI/Weapon.ini @@ -161,7 +161,7 @@ Weapon OverlordTankGun ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -191,7 +191,7 @@ Weapon StrategyCenterGun DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -220,7 +220,7 @@ Weapon BattleMasterTankGun DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -318,7 +318,7 @@ Weapon TechnicalCannonWeapon DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets ProjectileCollidesWith = STRUCTURES WALLS End @@ -455,9 +455,9 @@ Weapon RangerAdvancedCombatRifle DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec - WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% - WeaponBonus = DRONE_SPOTTING RANGE 200% - WeaponBonus = DRONE_SPOTTING DAMAGE 200% + WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200.0% + WeaponBonus = DRONE_SPOTTING RANGE 200.0% + WeaponBonus = DRONE_SPOTTING DAMAGE 200.0% End Weapon CINE_RangerAdvancedCombatRifle @@ -475,9 +475,9 @@ Weapon CINE_RangerAdvancedCombatRifle DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec - WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% - WeaponBonus = DRONE_SPOTTING RANGE 200% - WeaponBonus = DRONE_SPOTTING DAMAGE 200% + WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200.0% + WeaponBonus = DRONE_SPOTTING RANGE 200.0% + WeaponBonus = DRONE_SPOTTING DAMAGE 200.0% End @@ -501,7 +501,7 @@ Weapon MissileDefenderMissileWeapon ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = YES FireSound = MissileDefenderWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% AntiAirborneVehicle = YES AntiAirborneInfantry = YES ProjectileCollidesWith = STRUCTURES @@ -525,7 +525,7 @@ Weapon MissileDefenderLaserGuidedMissileWeapon ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = YES FireSound = MissileDefenderWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% AntiAirborneVehicle = YES AntiAirborneInfantry = YES @@ -550,7 +550,7 @@ Weapon GLAJarmenKellRifle DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -568,7 +568,7 @@ Weapon CINE_GLAJarmenKellRifle DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -586,7 +586,7 @@ Weapon CINE_USAPathfinderSniperRifle DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End Weapon USAPathfinderSniperRifle @@ -603,7 +603,7 @@ Weapon USAPathfinderSniperRifle DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -680,7 +680,7 @@ Weapon GLARebelMachineGun DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -700,7 +700,7 @@ Weapon CINE_GLARebelMachineGun DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -799,9 +799,9 @@ Weapon GattlingTankGun ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES @@ -826,9 +826,9 @@ Weapon GattlingTankGunAir ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO @@ -853,9 +853,9 @@ Weapon GattlingBuildingGun ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiSmallMissile = NO @@ -882,9 +882,9 @@ Weapon GattlingBuildingGunAir ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiSmallMissile = NO @@ -1593,7 +1593,7 @@ Weapon TunnelDefenderRocketWeapon AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiAirborneVehicle = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End @@ -1622,7 +1622,7 @@ Weapon BuggyRocketWeapon AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES End @@ -1650,7 +1650,7 @@ Weapon CINE_BuggyRocketWeapon AutoReloadsClip = YES FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES End @@ -1679,7 +1679,7 @@ Weapon BuggyRocketWeaponUpgraded AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End @@ -1707,7 +1707,7 @@ Weapon StingerMissileWeapon AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ; note, these only apply to units that aren't the explicit target @@ -1739,7 +1739,7 @@ Weapon CINE_StingerMissileWeapon AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ; note, these only apply to units that aren't the explicit target @@ -1809,7 +1809,7 @@ Weapon ScorpionMissileWeapon ; (i.e. units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -2105,7 +2105,7 @@ Weapon TechnicalMachineGunWeapon DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2152,7 +2152,7 @@ Weapon QuadCannonGun ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2174,7 +2174,7 @@ Weapon QuadCannonGunAir AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2195,7 +2195,7 @@ Weapon QuadCannonGunUpgradeOne ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2217,7 +2217,7 @@ Weapon QuadCannonGunUpgradeOneAir AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2238,7 +2238,7 @@ Weapon QuadCannonGunUpgradeTwo ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2260,7 +2260,7 @@ Weapon QuadCannonGunUpgradeTwoAir AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -3138,7 +3138,7 @@ Weapon SCUDLauncherGunExplosive ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -3171,7 +3171,7 @@ Weapon CINE_SCUDLauncherGunExplosive ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -3205,7 +3205,7 @@ Weapon SCUDLauncherGunToxin ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -3239,7 +3239,7 @@ Weapon SCUDLauncherGunAnthrax ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -3455,7 +3455,7 @@ Weapon BattleDroneMachineGun DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -3480,7 +3480,7 @@ Weapon GLAAngryMobNexusHarmlessWeapon DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; Armor Piercing Bullets End @@ -3562,7 +3562,7 @@ Weapon GLAAngryMobAK47Weapon DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; Armor Piercing Bullets End @@ -3581,7 +3581,7 @@ Weapon GLAAngryMobAK47NoDamageWeapon DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; Armor Piercing Bullets End @@ -3745,7 +3745,7 @@ Weapon BombTruckHighExplosionBombDamage AntiGround = YES DamageDealtAtSelfPosition = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; **** DON'T USE ANY EFFECTS!!! **** End diff --git a/Generals/Maps/CHI01/map.ini b/Generals/Maps/CHI01/map.ini index 7ed88d6..eac0449 100644 --- a/Generals/Maps/CHI01/map.ini +++ b/Generals/Maps/CHI01/map.ini @@ -82,7 +82,7 @@ Weapon CINE_BuggyRocketWeapon AutoReloadsClip = YES FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES End diff --git a/Generals/Maps/CHI03/map.ini b/Generals/Maps/CHI03/map.ini index d710591..7728e09 100644 --- a/Generals/Maps/CHI03/map.ini +++ b/Generals/Maps/CHI03/map.ini @@ -255,7 +255,7 @@ End AudioEvent BridgeDamaged Sounds = gbridama gbridamb Control = RANDOM - Volume = 120% + Volume = 120.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -264,10 +264,10 @@ End AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -20.0 20.0 Limit = 2 - Volume = 120% + Volume = 120.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End diff --git a/Generals/Maps/CHI04/map.ini b/Generals/Maps/CHI04/map.ini index 2053417..c22cea5 100644 --- a/Generals/Maps/CHI04/map.ini +++ b/Generals/Maps/CHI04/map.ini @@ -39,14 +39,14 @@ End AudioEvent RadarLockOnTone Sounds = cloctone - Volume = 200% + Volume = 200.0% Type = UI PLAYER End AudioEvent AmbientWindCold Control = INTERRUPT RANDOM Priority = HIGH - Volume = 110% + Volume = 110.0% Sounds = awind3a awind3a Type = WORLD SHROUDED EVERYONE End @@ -54,42 +54,42 @@ End AudioEvent Cin_MigFalling Sounds = cmigfala Priority = HIGH - Volume = 100% + Volume = 100.0% Type = WORLD PLAYER End AudioEvent Cin_SonicBoom Sounds = csonicbo Priority = HIGH - Volume = 130% + Volume = 130.0% Type = UI End DialogEvent Cin_JetFlyOverHead Filename = cjetflya.wav Priority = HIGH - Volume = 100% + Volume = 100.0% End AudioEvent NeutronMissileRelease Sounds = bneutlau Priority = HIGH - Volume = 90% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent RadarLockOnTone Sounds = cloctone - Volume = 30% + Volume = 30.0% Type = UI PLAYER End AudioEvent MigVoiceFalling Sounds = vmigfac Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End diff --git a/Generals/Maps/CHI05/map.ini b/Generals/Maps/CHI05/map.ini index fb6f134..91c99de 100644 --- a/Generals/Maps/CHI05/map.ini +++ b/Generals/Maps/CHI05/map.ini @@ -131,7 +131,7 @@ AudioEvent CINE_B52AmbientLoop Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 50% + Volume = 50.0% Limit = 3 PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE diff --git a/Generals/Maps/GLA02/map.ini b/Generals/Maps/GLA02/map.ini index 0321159..6b7a1cc 100644 --- a/Generals/Maps/GLA02/map.ini +++ b/Generals/Maps/GLA02/map.ini @@ -729,8 +729,8 @@ ObjectCreationList SUPERWEAPON_CrateDrop DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:255 G:0 B:255 A:255 OnlyVisibleToOwningPlayer = YES diff --git a/Generals/Maps/GLA04/map.ini b/Generals/Maps/GLA04/map.ini index c15be1e..d1432fd 100644 --- a/Generals/Maps/GLA04/map.ini +++ b/Generals/Maps/GLA04/map.ini @@ -503,9 +503,9 @@ End ; Sounds = gcarcrua ; Control = INTERRUPT ; Limit = 2 -; VolumeShift = -20% +; VolumeShift = -20.0% ; PitchShift = -10.0 10.0 -; Volume = 120% +; Volume = 120.0% ; Type = WORLD SHROUDED EVERYONE ; End @@ -513,9 +513,9 @@ End ; Sounds = gexpglaa gexpglab ; Control = RANDOM ; Priority = LOW -; VolumeShift = -10% +; VolumeShift = -10.0% ; PitchShift = -2.0 2.0 -; Volume = 100% +; Volume = 100.0% ; Type = WORLD SHROUDED EVERYONE ; End @@ -529,7 +529,7 @@ End ; PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 400.0 -; Volume = 70% +; Volume = 70.0% ; Type = WORLD SHROUDED EVERYONE ; End @@ -538,7 +538,7 @@ End ; Control = RANDOM ; Limit = 2 ; PitchShift = -5.0 5.0 -; Volume = 100% +; Volume = 100.0% ; Type = UI ; End @@ -547,8 +547,8 @@ End ; Control = RANDOM INTERRUPT ; Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e ; PitchShift = -10.0 10.0 -; VolumeShift = -10% -; Volume = 110% +; VolumeShift = -10.0% +; Volume = 110.0% ; Limit = 3 ; Type = WORLD SHROUDED EVERYONE ; End diff --git a/GeneralsZH/Data/INI/Armor.ini b/GeneralsZH/Data/INI/Armor.ini index 71651b6..b583090 100644 --- a/GeneralsZH/Data/INI/Armor.ini +++ b/GeneralsZH/Data/INI/Armor.ini @@ -38,312 +38,312 @@ ; } Armor NoArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor HumanArmor - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = ARMOR_PIERCING 10% ; humans don't get hit by tank rounds. - Armor = INFANTRY_MISSILE 10% - Armor = FLAME 150% ; humans don't like fire - Armor = PARTICLE_BEAM 150% ; humans don't fare well against orbital beams... - Armor = SNIPER 200% - Armor = LASER 50% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = ARMOR_PIERCING 10.0% ; humans don't get hit by tank rounds. + Armor = INFANTRY_MISSILE 10.0% + Armor = FLAME 150.0% ; humans don't like fire + Armor = PARTICLE_BEAM 150.0% ; humans don't fare well against orbital beams... + Armor = SNIPER 200.0% + Armor = LASER 50.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor HazMatHumanArmor - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = ARMOR_PIERCING 10% ; humans don't get hit by tank rounds. - Armor = SNIPER 200% - Armor = FLAME 25% ; Hazmats have a good resistance to fire. - Armor = LASER 25% ; Hazmats can resist laser fire a bit better than infantry. - Armor = POISON 0% ; Unharmed by poison - Armor = RADIATION 0% ; Unharmed by radiation too - Armor = MICROWAVE 0% ; Unharmed by radiation too - Armor = PARTICLE_BEAM 150% ; humans don't fare well against orbital beams... even with hazmat protection! - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = ARMOR_PIERCING 10.0% ; humans don't get hit by tank rounds. + Armor = SNIPER 200.0% + Armor = FLAME 25.0% ; Hazmats have a good resistance to fire. + Armor = LASER 25.0% ; Hazmats can resist laser fire a bit better than infantry. + Armor = POISON 0.0% ; Unharmed by poison + Armor = RADIATION 0.0% ; Unharmed by radiation too + Armor = MICROWAVE 0.0% ; Unharmed by radiation too + Armor = PARTICLE_BEAM 150.0% ; humans don't fare well against orbital beams... even with hazmat protection! + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor ChemSuitHumanArmor - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = ARMOR_PIERCING 10% ; humans don't get hit by tank rounds. - Armor = INFANTRY_MISSILE 10% - Armor = FLAME 150% ; humans don't like fire - Armor = POISON 20% ; Unharmed by poison - Armor = RADIATION 20% ; Unharmed by radiation too - Armor = MICROWAVE 20% - Armor = PARTICLE_BEAM 150% ; humans don't fare well against orbital beams... - Armor = SNIPER 200% - Armor = LASER 50% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = ARMOR_PIERCING 10.0% ; humans don't get hit by tank rounds. + Armor = INFANTRY_MISSILE 10.0% + Armor = FLAME 150.0% ; humans don't like fire + Armor = POISON 20.0% ; Unharmed by poison + Armor = RADIATION 20.0% ; Unharmed by radiation too + Armor = MICROWAVE 20.0% + Armor = PARTICLE_BEAM 150.0% ; humans don't fare well against orbital beams... + Armor = SNIPER 200.0% + Armor = LASER 50.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor StingerSoldierArmor - Armor = DEFAULT 25% - Armor = EXPLOSION 10% ; Heavily protected by the Stinger Site against airstrikes - Armor = FLAME 100% ; Heavily protected by the Stinger Site against fire - Armor = POISON 100% - Armor = ARMOR_PIERCING 10% ; Stinger Soldiers protected against tank shells - Armor = INFANTRY_MISSILE 10% ; Stinger Soldiers protected against missile troops. - Armor = PARTICLE_BEAM 10% ; Stinger Site protects against particle beam -- actually the Stinger Site will surely die and take them too. - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = SNIPER 200% - Armor = GATTLING 0% ; NOT vulnerable to gattling fire. - Armor = SMALL_ARMS 100% ; Vulnerable to normal small arms fire. - Armor = COMANCHE_VULCAN 0% ; invulnerable to 20mm cannon fire from the Comanche - Armor = JET_MISSILES 0% ; invulnerable to airstrikes from Raptors, MIGs and Comanches - Armor = LASER 25% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 25.0% + Armor = EXPLOSION 10.0% ; Heavily protected by the Stinger Site against airstrikes + Armor = FLAME 100.0% ; Heavily protected by the Stinger Site against fire + Armor = POISON 100.0% + Armor = ARMOR_PIERCING 10.0% ; Stinger Soldiers protected against tank shells + Armor = INFANTRY_MISSILE 10.0% ; Stinger Soldiers protected against missile troops. + Armor = PARTICLE_BEAM 10.0% ; Stinger Site protects against particle beam -- actually the Stinger Site will surely die and take them too. + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = SNIPER 200.0% + Armor = GATTLING 0.0% ; NOT vulnerable to gattling fire. + Armor = SMALL_ARMS 100.0% ; Vulnerable to normal small arms fire. + Armor = COMANCHE_VULCAN 0.0% ; invulnerable to 20mm cannon fire from the Comanche + Armor = JET_MISSILES 0.0% ; invulnerable to airstrikes from Raptors, MIGs and Comanches + Armor = LASER 25.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor TankArmor - Armor = CRUSH 50% ; tanks are extra hard to crush - Armor = SMALL_ARMS 25% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = FLAME 25% - Armor = RADIATION 50% ; Radiation does less damage to tanks. - Armor = MICROWAVE 0% - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = SNIPER 0% - Armor = MELEE 0% ; tanks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 50.0% ; tanks are extra hard to crush + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = FLAME 25.0% + Armor = RADIATION 50.0% ; Radiation does less damage to tanks. + Armor = MICROWAVE 0.0% + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; tanks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor DozerArmor - Armor = CRUSH 50% - Armor = SMALL_ARMS 25% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = FLAME 25% - Armor = RADIATION 50% - Armor = MICROWAVE 0% - Armor = POISON 25% - Armor = SNIPER 0% - Armor = MELEE 0% - Armor = LASER 0% - Armor = HAZARD_CLEANUP 0% - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% - Armor = SURRENDER 0% - Armor = LAND_MINE 0% ; Dozers are immune to land mines - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = FLAME 25.0% + Armor = RADIATION 50.0% + Armor = MICROWAVE 0.0% + Armor = POISON 25.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% + Armor = LASER 0.0% + Armor = HAZARD_CLEANUP 0.0% + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% + Armor = SURRENDER 0.0% + Armor = LAND_MINE 0.0% ; Dozers are immune to land mines + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End ; reduces some damage Armor UpgradedTankArmor - Armor = CRUSH 30% ; tanks are extra hard to crush - Armor = SMALL_ARMS 20% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 20% - Armor = FLAME 10% - Armor = POISON 10% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; tanks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 30.0% ; tanks are extra hard to crush + Armor = SMALL_ARMS 20.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 20.0% + Armor = FLAME 10.0% + Armor = POISON 10.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; tanks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor TruckArmor - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 50% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 50.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End ; used by the Gattling Tank to make them effective AA units. Armor AntiAirVehicle - Armor = JET_MISSILES 30% - Armor = STEALTHJET_MISSILES 30% - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 50% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = JET_MISSILES 30.0% + Armor = STEALTHJET_MISSILES 30.0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 50.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor QuadCannonArmor - Armor = JET_MISSILES 30% - Armor = STEALTHJET_MISSILES 30% - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 50% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = FLAME 50% ; Humvees are flame resistant so that they can deal with MIGs. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = JET_MISSILES 30.0% + Armor = STEALTHJET_MISSILES 30.0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 50.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = FLAME 50.0% ; Humvees are flame resistant so that they can deal with MIGs. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor HumveeArmor - Armor = JET_MISSILES 30% - Armor = STEALTHJET_MISSILES 30% - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 50% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = FLAME 50% ; Humvees are flame resistant so that they can deal with MIGs. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = JET_MISSILES 30.0% + Armor = STEALTHJET_MISSILES 30.0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 50.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = FLAME 50.0% ; Humvees are flame resistant so that they can deal with MIGs. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor AvengerArmor - Armor = JET_MISSILES 23% - Armor = STEALTHJET_MISSILES 30% - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 50% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = JET_MISSILES 23.0% + Armor = STEALTHJET_MISSILES 30.0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 50.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor ToxinTruckArmor ; TruckArmor that is immune to poison - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 0% ; IMMUNE! It spews poison :) - Armor = RADIATION 0% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = MOLOTOV_COCKTAIL 20% ; used by Angry Mob. - Armor = INFANTRY_MISSILE 20% ; used by rocket guys - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 0.0% ; IMMUNE! It spews poison :) + Armor = RADIATION 0.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = MOLOTOV_COCKTAIL 20.0% ; used by Angry Mob. + Armor = INFANTRY_MISSILE 20.0% ; used by rocket guys + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor DragonTankArmor - Armor = CRUSH 50% ; tanks are extra hard to crush - Armor = SMALL_ARMS 25% - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = FLAME 0% - Armor = RADIATION 50% ; Radiation does less damage to tanks. - Armor = MICROWAVE 0% - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; tanks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = MOLOTOV_COCKTAIL 20% ; used by Angry Mob. - Armor = INFANTRY_MISSILE 20% ; used by rocket guys - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 50.0% ; tanks are extra hard to crush + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = FLAME 0.0% + Armor = RADIATION 50.0% ; Radiation does less damage to tanks. + Armor = MICROWAVE 0.0% + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; tanks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = MOLOTOV_COCKTAIL 20.0% ; used by Angry Mob. + Armor = INFANTRY_MISSILE 20.0% ; used by rocket guys + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor VulnerableAllArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End @@ -353,25 +353,25 @@ End ; ***IF YOU CHANGE THESE, CHANGE CountermeasuresAirplaneArmor TOO!*** Armor AirplaneArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SMALL_ARMS 120% ; gives Quad and Gattling a little more punch. - Armor = GATTLING 120% ; resistant to Gattling Tanks - Armor = EXPLOSION 100% ; gives Patriot some more punch - Armor = INFANTRY_MISSILE 120% ; gives missile guys some more punch - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = JET_MISSILES 25% ; aircraft do less damage to one another in the skies. - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = RADIATION 25% ; Radiation does a little damage, just for balance reasons. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = MELEE 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SMALL_ARMS 120.0% ; gives Quad and Gattling a little more punch. + Armor = GATTLING 120.0% ; resistant to Gattling Tanks + Armor = EXPLOSION 100.0% ; gives Patriot some more punch + Armor = INFANTRY_MISSILE 120.0% ; gives missile guys some more punch + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = JET_MISSILES 25.0% ; aircraft do less damage to one another in the skies. + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = RADIATION 25.0% ; Radiation does a little damage, just for balance reasons. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = MELEE 0.0% End @@ -380,25 +380,25 @@ End ; This armor is the countermeasures upgrade based off of AirplaneArmor. We reduce ; the damage of SMALL_ARMS and GATTLING by 25%. Armor CountermeasuresAirplaneArmor - Armor = DEFAULT 100% - Armor = SMALL_ARMS 75% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off AirplaneArmor) - Armor = GATTLING 75% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off AirplaneArmor) - Armor = EXPLOSION 90% - Armor = INFANTRY_MISSILE 100% - Armor = LASER 0% - Armor = HAZARD_CLEANUP 0% - Armor = KILL_PILOT 0% - Armor = SURRENDER 0% - Armor = JET_MISSILES 25% - Armor = POISON 25% - Armor = RADIATION 25% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = MELEE 0% + Armor = DEFAULT 100.0% + Armor = SMALL_ARMS 75.0% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off AirplaneArmor) + Armor = GATTLING 75.0% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off AirplaneArmor) + Armor = EXPLOSION 90.0% + Armor = INFANTRY_MISSILE 100.0% + Armor = LASER 0.0% + Armor = HAZARD_CLEANUP 0.0% + Armor = KILL_PILOT 0.0% + Armor = SURRENDER 0.0% + Armor = JET_MISSILES 25.0% + Armor = POISON 25.0% + Armor = RADIATION 25.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = MELEE 0.0% End @@ -409,50 +409,50 @@ End ; ***IF YOU CHANGE THESE, CHANGE CountermeasuresSpectreGunshipArmor TOO!*** Armor SpectreGunshipArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SMALL_ARMS 40% ; gives Quad and Gattling a little more punch. - Armor = GATTLING 40% ; resistant to Gattling Tanks - Armor = EXPLOSION 40% ; gives Patriot some more punch - Armor = INFANTRY_MISSILE 40% ; gives missile guys some more punch - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = JET_MISSILES 25% ; aircraft do less damage to one another in the skies. - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = RADIATION 25% ; Radiation does a little damage, just for balance reasons. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = MELEE 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SMALL_ARMS 40.0% ; gives Quad and Gattling a little more punch. + Armor = GATTLING 40.0% ; resistant to Gattling Tanks + Armor = EXPLOSION 40.0% ; gives Patriot some more punch + Armor = INFANTRY_MISSILE 40.0% ; gives missile guys some more punch + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = JET_MISSILES 25.0% ; aircraft do less damage to one another in the skies. + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = RADIATION 25.0% ; Radiation does a little damage, just for balance reasons. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = MELEE 0.0% End ; ***IF YOU CHANGE THESE, CHANGE SpectreGunshipArmor TOO!*** Armor CountermeasuresSpectreGunshipArmor - Armor = DEFAULT 100% - Armor = SMALL_ARMS 30% ; (40 x 0.75 -- 25% reduction off SpectreGunshipArmor) - Armor = GATTLING 30% ; (40 x 0.75 -- 25% reduction off SpectreGunshipArmor) - Armor = EXPLOSION 40% - Armor = INFANTRY_MISSILE 40% - Armor = LASER 0% - Armor = HAZARD_CLEANUP 0% - Armor = KILL_PILOT 0% - Armor = SURRENDER 0% - Armor = JET_MISSILES 25% - Armor = POISON 25% - Armor = RADIATION 25% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = MELEE 0% + Armor = DEFAULT 100.0% + Armor = SMALL_ARMS 30.0% ; (40 x 0.75 -- 25% reduction off SpectreGunshipArmor) + Armor = GATTLING 30.0% ; (40 x 0.75 -- 25% reduction off SpectreGunshipArmor) + Armor = EXPLOSION 40.0% + Armor = INFANTRY_MISSILE 40.0% + Armor = LASER 0.0% + Armor = HAZARD_CLEANUP 0.0% + Armor = KILL_PILOT 0.0% + Armor = SURRENDER 0.0% + Armor = JET_MISSILES 25.0% + Armor = POISON 25.0% + Armor = RADIATION 25.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = MELEE 0.0% End @@ -462,48 +462,48 @@ End ; ***IF YOU CHANGE THESE, CHANGE CountermeasuresComancheArmor TOO!*** Armor ComancheArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SMALL_ARMS 120% ; gives Quad and Gattling a little more punch. - Armor = GATTLING 120% ; resistant to Gattling Tanks - Armor = EXPLOSION 130% ; gives Patriot some more punch - Armor = INFANTRY_MISSILE 120% ; gives missile guys some more punch - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = RADIATION 25% ; Radiation does a little damage, just for balance reasons. - Armor = MICROWAVE 0% - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = SNIPER 0% - Armor = MELEE 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SMALL_ARMS 120.0% ; gives Quad and Gattling a little more punch. + Armor = GATTLING 120.0% ; resistant to Gattling Tanks + Armor = EXPLOSION 130.0% ; gives Patriot some more punch + Armor = INFANTRY_MISSILE 120.0% ; gives missile guys some more punch + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = RADIATION 25.0% ; Radiation does a little damage, just for balance reasons. + Armor = MICROWAVE 0.0% + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% End ; ***IF YOU CHANGE THESE, CHANGE ComancheArmor TOO!*** Armor CountermeasuresComancheArmor - Armor = DEFAULT 100% - Armor = SMALL_ARMS 75% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor) - Armor = GATTLING 75% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor) - Armor = EXPLOSION 110% - Armor = INFANTRY_MISSILE 100% - Armor = LASER 0% - Armor = HAZARD_CLEANUP 0% - Armor = KILL_PILOT 0% - Armor = SURRENDER 0% - Armor = POISON 25% - Armor = RADIATION 25% - Armor = MICROWAVE 0% - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = SNIPER 0% - Armor = MELEE 0% + Armor = DEFAULT 100.0% + Armor = SMALL_ARMS 75.0% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor) + Armor = GATTLING 75.0% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor) + Armor = EXPLOSION 110.0% + Armor = INFANTRY_MISSILE 100.0% + Armor = LASER 0.0% + Armor = HAZARD_CLEANUP 0.0% + Armor = KILL_PILOT 0.0% + Armor = SURRENDER 0.0% + Armor = POISON 25.0% + Armor = RADIATION 25.0% + Armor = MICROWAVE 0.0% + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% End @@ -511,510 +511,510 @@ End Armor ChinookArmor - Armor = DEFAULT 50% ; this sets the level for all non-specified damage types - Armor = INFANTRY_MISSILE 25% - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = RADIATION 25% ; Radiation does a little damage, just for balance reasons. - Armor = SNIPER 0% - Armor = MICROWAVE 0% - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = MELEE 0% + Armor = DEFAULT 50.0% ; this sets the level for all non-specified damage types + Armor = INFANTRY_MISSILE 25.0% + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = RADIATION 25.0% ; Radiation does a little damage, just for balance reasons. + Armor = SNIPER 0.0% + Armor = MICROWAVE 0.0% + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = MELEE 0.0% End Armor ProjectileArmor ; Missiles are armored against basic damage - Armor = DEFAULT 25% ; this sets the level for all non-specified damage types - Armor = FALLING 0% ; projectiles are immune to falling damage - Armor = LASER 100% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = SMALL_ARMS 25% ; gives Quad and Gattling a little more punch. - Armor = MICROWAVE 0% - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 100% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = POISON 0% ; Poison no longer affects projectiles - Armor = RADIATION 0% ; Radiation no longer affects projectiles - Armor = FLAME 0% ; Radiation no longer affects projectiles (caused a napalm-triggering issue) + Armor = DEFAULT 25.0% ; this sets the level for all non-specified damage types + Armor = FALLING 0.0% ; projectiles are immune to falling damage + Armor = LASER 100.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = SMALL_ARMS 25.0% ; gives Quad and Gattling a little more punch. + Armor = MICROWAVE 0.0% + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 100.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = POISON 0.0% ; Poison no longer affects projectiles + Armor = RADIATION 0.0% ; Radiation no longer affects projectiles + Armor = FLAME 0.0% ; Radiation no longer affects projectiles (caused a napalm-triggering issue) End ; *Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ; *to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ; *AntiBallisticMissile = YES set in the Weapon.ini. Armor BallisticMissileArmor - Armor = DEFAULT 80% ; this sets the level for all non-specified damage types - Armor = FALLING 0% ; projectiles are immune to falling damage - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = MICROWAVE 0% - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 100% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 80.0% ; this sets the level for all non-specified damage types + Armor = FALLING 0.0% ; projectiles are immune to falling damage + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = MICROWAVE 0.0% + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 100.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor StructureArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 50% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 50% - Armor = PARTICLE_BEAM 200% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 250% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 100% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 50.0% + Armor = PARTICLE_BEAM 200.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 250.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 100.0% End Armor StructureArmorTough - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 50% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 50% - Armor = PARTICLE_BEAM 25% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 250% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% - Armor = EXPLOSION 80% ; makes these buildings more resistant to nuclear attacks, among other things - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 100% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 50.0% + Armor = PARTICLE_BEAM 25.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 250.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% + Armor = EXPLOSION 80.0% ; makes these buildings more resistant to nuclear attacks, among other things + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 100.0% End Armor GLAUpgradedStructureArmor - Armor = DEFAULT 75% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 40% - Armor = GATTLING 7% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 40% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 40% - Armor = PARTICLE_BEAM 150% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 150% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 40% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 75% + Armor = DEFAULT 75.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 40.0% + Armor = GATTLING 7.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 40.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 40.0% + Armor = PARTICLE_BEAM 150.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 150.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 40.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 75.0% End Armor GLAUpgradedStructureArmorTough - Armor = DEFAULT 75% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 40% - Armor = GATTLING 7% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 40% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 40% - Armor = PARTICLE_BEAM 18% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 150% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 40% - Armor = EXPLOSION 60% ; makes these buildings more resistant to nuclear attacks, among other things - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 75% + Armor = DEFAULT 75.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 40.0% + Armor = GATTLING 7.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 40.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 40.0% + Armor = PARTICLE_BEAM 18.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 150.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 40.0% + Armor = EXPLOSION 60.0% ; makes these buildings more resistant to nuclear attacks, among other things + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 75.0% End Armor BaseDefenseArmor ; used for anti-air base defenses. Vulnerable to Stealth Fighter strikes. - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 50% - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 25% - Armor = PARTICLE_BEAM 200% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 200% ; Aurora can't vape a single base defense in one hit. - Armor = STEALTHJET_MISSILES 250% ; Watch out for those Stealth Fighters - Armor = JET_MISSILES 25% ; Raptors, MIGs and Comanches are not so effective. - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 100% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 25.0% + Armor = PARTICLE_BEAM 200.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 200.0% ; Aurora can't vape a single base defense in one hit. + Armor = STEALTHJET_MISSILES 250.0% ; Watch out for those Stealth Fighters + Armor = JET_MISSILES 25.0% ; Raptors, MIGs and Comanches are not so effective. + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 100.0% End Armor StingerSiteArmor ; used for anti-air base defenses. Vulnerable to Stealth Fighter strikes. - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SMALL_ARMS 50% - Armor = GATTLING 30% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = MICROWAVE 1% - Armor = SNIPER 100% ; ***This is required for snipers to be able to attack and kill Stinger Soldiers! Must be > 0! (Value irrelevant since the soldiers will use their % to modify the damage) - Armor = POISON 100% ; Similarly, this lets the Toxin Tractor attack to kill the soldiers - Armor = SURRENDER 0% ; And this is for Flash-Bangs - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 25% - Armor = PARTICLE_BEAM 200% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = AURORA_BOMB 200% ; Aurora can't vape a single base defense in one hit. - Armor = STEALTHJET_MISSILES 250% ; Watch out for those Stealth Fighters - Armor = JET_MISSILES 40% ; Raptors, MIGs and Comanches are not so effective. - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 100% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 30.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 1.0% + Armor = SNIPER 100.0% ; ***This is required for snipers to be able to attack and kill Stinger Soldiers! Must be > 0! (Value irrelevant since the soldiers will use their % to modify the damage) + Armor = POISON 100.0% ; Similarly, this lets the Toxin Tractor attack to kill the soldiers + Armor = SURRENDER 0.0% ; And this is for Flash-Bangs + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 25.0% + Armor = PARTICLE_BEAM 200.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = AURORA_BOMB 200.0% ; Aurora can't vape a single base defense in one hit. + Armor = STEALTHJET_MISSILES 250.0% ; Watch out for those Stealth Fighters + Armor = JET_MISSILES 40.0% ; Raptors, MIGs and Comanches are not so effective. + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 100.0% End Armor WallArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 6% - Armor = GATTLING 6% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 6% - Armor = FLAME 0% - Armor = SNIPER 0% - Armor = POISON 0% - Armor = MICROWAVE 0% - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 25% - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 300% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 6.0% + Armor = GATTLING 6.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 6.0% + Armor = FLAME 0.0% + Armor = SNIPER 0.0% + Armor = POISON 0.0% + Armor = MICROWAVE 0.0% + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 25.0% + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 300.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor MineArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = LAND_MINE 0% ; mines take no damage from mines - Armor = POISON 0% - Armor = RADIATION 0% - Armor = MICROWAVE 0% - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = LAND_MINE 0.0% ; mines take no damage from mines + Armor = POISON 0.0% + Armor = RADIATION 0.0% + Armor = MICROWAVE 0.0% + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor TreeArmor - Armor = DEFAULT 0% - Armor = FLAME 100% - Armor = PARTICLE_BEAM 100% - Armor = UNRESISTABLE 100% + Armor = DEFAULT 0.0% + Armor = FLAME 100.0% + Armor = PARTICLE_BEAM 100.0% + Armor = UNRESISTABLE 100.0% End Armor InvulnerableAllArmor ; If you want to even be immune to Kill, then you want an InactiveBody - Armor = DEFAULT 0% - Armor = UNRESISTABLE 100% + Armor = DEFAULT 0.0% + Armor = UNRESISTABLE 100.0% End Armor HazardousMaterialArmor ; Poison fields and radiation fields have this type of armor (and can only be cleaned up by cleaner units) - Armor = DEFAULT 0% - Armor = HAZARD_CLEANUP 100% ; Only way to get harmed (or cleaned up) - Armor = FLAME 0% ; Flame can't clean it up anymore (looks dumb). + Armor = DEFAULT 0.0% + Armor = HAZARD_CLEANUP 100.0% ; Only way to get harmed (or cleaned up) + Armor = FLAME 0.0% ; Flame can't clean it up anymore (looks dumb). End Armor AvalancheArmor ; The avalanche bits will not crush each other - Armor = DEFAULT 0% ; this sets the level for all non-specified damage types - Armor = EXPLOSION 100% - Armor = UNRESISTABLE 100% - Armor = INFANTRY_MISSILE 100% - Armor = AURORA_BOMB 100% - Armor = LAND_MINE 100% - Armor = JET_MISSILES 100% - Armor = STEALTHJET_MISSILES 100% + Armor = DEFAULT 0.0% ; this sets the level for all non-specified damage types + Armor = EXPLOSION 100.0% + Armor = UNRESISTABLE 100.0% + Armor = INFANTRY_MISSILE 100.0% + Armor = AURORA_BOMB 100.0% + Armor = LAND_MINE 100.0% + Armor = JET_MISSILES 100.0% + Armor = STEALTHJET_MISSILES 100.0% End Armor BattleBusTruckArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = JET_MISSILES 75% - Armor = STEALTHJET_MISSILES 50% - Armor = ARMOR_PIERCING 90% - Armor = CRUSH 50% - Armor = SMALL_ARMS 25% - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = FLAME 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 25% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% - Armor = RADIATION 50% ; Radiation does less damage to tanks. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = JET_MISSILES 75.0% + Armor = STEALTHJET_MISSILES 50.0% + Armor = ARMOR_PIERCING 90.0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = FLAME 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 25.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = RADIATION 50.0% ; Radiation does less damage to tanks. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor BattleBusStructureArmorTough - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = JET_MISSILES 50% - Armor = STEALTHJET_MISSILES 75% - Armor = ARMOR_PIERCING 90% - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 25% - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = RADIATION 1% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 50% - Armor = PARTICLE_BEAM 200% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 200% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 100% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = JET_MISSILES 50.0% + Armor = STEALTHJET_MISSILES 75.0% + Armor = ARMOR_PIERCING 90.0% + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = RADIATION 1.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 50.0% + Armor = PARTICLE_BEAM 200.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 200.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 100.0% End Armor BattleBusTruckArmorPlusOne - Armor = DEFAULT 90% ; this sets the level for all non-specified damage types - Armor = JET_MISSILES 70% - Armor = STEALTHJET_MISSILES 45% - Armor = ARMOR_PIERCING 81% - Armor = CRUSH 45% - Armor = SMALL_ARMS 20% - Armor = GATTLING 20% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 20% - Armor = FLAME 45% - Armor = INFANTRY_MISSILE 45% - Armor = POISON 20% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 90% - Armor = SUBDUAL_BUILDING 0% - Armor = RADIATION 45% ; Radiation does less damage to tanks. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 90% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 90.0% ; this sets the level for all non-specified damage types + Armor = JET_MISSILES 70.0% + Armor = STEALTHJET_MISSILES 45.0% + Armor = ARMOR_PIERCING 81.0% + Armor = CRUSH 45.0% + Armor = SMALL_ARMS 20.0% + Armor = GATTLING 20.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 20.0% + Armor = FLAME 45.0% + Armor = INFANTRY_MISSILE 45.0% + Armor = POISON 20.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 90.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = RADIATION 45.0% ; Radiation does less damage to tanks. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 90.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor BattleBusStructureArmorToughPlusOne - Armor = DEFAULT 90% ; this sets the level for all non-specified damage types - Armor = JET_MISSILES 45% - Armor = STEALTHJET_MISSILES 75% - Armor = ARMOR_PIERCING 81% - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 20% - Armor = GATTLING 20% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 20% - Armor = RADIATION 1% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 45% - Armor = PARTICLE_BEAM 100% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 150% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 45% - Armor = EXPLOSION 80% ; makes these buildings more resistant to nuclear attacks, among other things - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 90% + Armor = DEFAULT 90.0% ; this sets the level for all non-specified damage types + Armor = JET_MISSILES 45.0% + Armor = STEALTHJET_MISSILES 75.0% + Armor = ARMOR_PIERCING 81.0% + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 20.0% + Armor = GATTLING 20.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 20.0% + Armor = RADIATION 1.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 45.0% + Armor = PARTICLE_BEAM 100.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 150.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 45.0% + Armor = EXPLOSION 80.0% ; makes these buildings more resistant to nuclear attacks, among other things + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 90.0% End Armor BattleBusTruckArmorPlusTwo - Armor = DEFAULT 80% ; this sets the level for all non-specified damage types - Armor = JET_MISSILES 65% - Armor = STEALTHJET_MISSILES 40% - Armor = ARMOR_PIERCING 75% - Armor = CRUSH 40% - Armor = SMALL_ARMS 15% - Armor = GATTLING 15% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 15% - Armor = FLAME 40% - Armor = INFANTRY_MISSILE 40% - Armor = POISON 15% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 80% - Armor = SUBDUAL_BUILDING 0% - Armor = RADIATION 40% ; Radiation does less damage to tanks. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 80% - Armor = SUBDUAL_BUILDING 0% + Armor = DEFAULT 80.0% ; this sets the level for all non-specified damage types + Armor = JET_MISSILES 65.0% + Armor = STEALTHJET_MISSILES 40.0% + Armor = ARMOR_PIERCING 75.0% + Armor = CRUSH 40.0% + Armor = SMALL_ARMS 15.0% + Armor = GATTLING 15.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 15.0% + Armor = FLAME 40.0% + Armor = INFANTRY_MISSILE 40.0% + Armor = POISON 15.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 80.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = RADIATION 40.0% ; Radiation does less damage to tanks. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 80.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor BattleBusStructureArmorToughPlusTwo - Armor = DEFAULT 80% ; this sets the level for all non-specified damage types - Armor = JET_MISSILES 40% - Armor = STEALTHJET_MISSILES 65% - Armor = ARMOR_PIERCING 75% - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 15% - Armor = GATTLING 15% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 15% - Armor = RADIATION 1% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 40% - Armor = PARTICLE_BEAM 100% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 100% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 40% - Armor = EXPLOSION 70% ; makes these buildings more resistant to nuclear attacks, among other things - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 80% + Armor = DEFAULT 80.0% ; this sets the level for all non-specified damage types + Armor = JET_MISSILES 40.0% + Armor = STEALTHJET_MISSILES 65.0% + Armor = ARMOR_PIERCING 75.0% + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 15.0% + Armor = GATTLING 15.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 15.0% + Armor = RADIATION 1.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 40.0% + Armor = PARTICLE_BEAM 100.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 100.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 40.0% + Armor = EXPLOSION 70.0% ; makes these buildings more resistant to nuclear attacks, among other things + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 80.0% End Armor FireBaseArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SMALL_ARMS 50% - Armor = GATTLING 30% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; all these 1%s are so the base will receive the damage then transfer it to occupants - Armor = MICROWAVE 0% - Armor = SNIPER 100% - Armor = POISON 0% - Armor = SURRENDER 0% - Armor = MELEE 0% - Armor = LASER 0% - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 25% - Armor = PARTICLE_BEAM 200% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = AURORA_BOMB 200% ; Aurora can't vape a single base defense in one hit. - Armor = STEALTHJET_MISSILES 250% ; Watch out for those Stealth Fighters - Armor = JET_MISSILES 40% ; Raptors, MIGs and Comanches are not so effective. - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 100% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 30.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; all these 1%s are so the base will receive the damage then transfer it to occupants + Armor = MICROWAVE 0.0% + Armor = SNIPER 100.0% + Armor = POISON 0.0% + Armor = SURRENDER 0.0% + Armor = MELEE 0.0% + Armor = LASER 0.0% + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 25.0% + Armor = PARTICLE_BEAM 200.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = AURORA_BOMB 200.0% ; Aurora can't vape a single base defense in one hit. + Armor = STEALTHJET_MISSILES 250.0% ; Watch out for those Stealth Fighters + Armor = JET_MISSILES 40.0% ; Raptors, MIGs and Comanches are not so effective. + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 100.0% End Armor SentryDroneArmor - Armor = JET_MISSILES 30% - Armor = STEALTHJET_MISSILES 30% - Armor = CRUSH 50% - Armor = SMALL_ARMS 50% - Armor = GATTLING 50% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = INFANTRY_MISSILE 50% - Armor = POISON 00% - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = MELEE 0% ; trucks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = FLAME 50% ; Humvees are flame resistant so that they can deal with MIGs. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = JET_MISSILES 30.0% + Armor = STEALTHJET_MISSILES 30.0% + Armor = CRUSH 50.0% + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 50.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = INFANTRY_MISSILE 50.0% + Armor = POISON 00.0% + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; trucks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = FLAME 50.0% ; Humvees are flame resistant so that they can deal with MIGs. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor DemoGenTerroristArmor ; Special boost for Demo General's Terrorist - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = ARMOR_PIERCING 10% ; humans don't get hit by tank rounds. - Armor = INFANTRY_MISSILE 10% - Armor = FLAME 100% ; humans don't like fire - Armor = PARTICLE_BEAM 150% ; humans don't fare well against orbital beams... - Armor = SNIPER 200% - Armor = LASER 50% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = SMALL_ARMS 80% - Armor = GATTLING 80% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 80% - Armor = POISON 50% + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = ARMOR_PIERCING 10.0% ; humans don't get hit by tank rounds. + Armor = INFANTRY_MISSILE 10.0% + Armor = FLAME 100.0% ; humans don't like fire + Armor = PARTICLE_BEAM 150.0% ; humans don't fare well against orbital beams... + Armor = SNIPER 200.0% + Armor = LASER 50.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = SMALL_ARMS 80.0% + Armor = GATTLING 80.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 80.0% + Armor = POISON 50.0% End @@ -1022,134 +1022,134 @@ End ; ***IF YOU CHANGE THESE, CHANGE AFG_CountermeasuresComancheArmor TOO!*** Armor AFG_ComancheArmor - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SMALL_ARMS 100% ; gives Quad and Gattling a little more punch. - Armor = GATTLING 100% ; resistant to Gattling Tanks - Armor = EXPLOSION 100% ; gives Patriot some more punch - Armor = INFANTRY_MISSILE 100% ; gives missile guys some more punch - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = RADIATION 25% ; Radiation does a little damage, just for balance reasons. - Armor = MICROWAVE 0% - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = SNIPER 0% - Armor = MELEE 0% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SMALL_ARMS 100.0% ; gives Quad and Gattling a little more punch. + Armor = GATTLING 100.0% ; resistant to Gattling Tanks + Armor = EXPLOSION 100.0% ; gives Patriot some more punch + Armor = INFANTRY_MISSILE 100.0% ; gives missile guys some more punch + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = RADIATION 25.0% ; Radiation does a little damage, just for balance reasons. + Armor = MICROWAVE 0.0% + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% End ; ***IF YOU CHANGE THESE, CHANGE AFG_ComancheArmor TOO!*** Armor AFG_CountermeasuresComancheArmor - Armor = DEFAULT 90% - Armor = SMALL_ARMS 62% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor) - Armor = GATTLING 62% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor) - Armor = EXPLOSION 90% - Armor = INFANTRY_MISSILE 90% - Armor = LASER 0% - Armor = HAZARD_CLEANUP 0% - Armor = KILL_PILOT 0% - Armor = SURRENDER 0% - Armor = POISON 25% - Armor = RADIATION 25% - Armor = MICROWAVE 0% - Armor = SURRENDER 0% - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% - Armor = SNIPER 0% - Armor = MELEE 0% + Armor = DEFAULT 90.0% + Armor = SMALL_ARMS 62.0% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor) + Armor = GATTLING 62.0% ; currently set to a 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor) + Armor = EXPLOSION 90.0% + Armor = INFANTRY_MISSILE 90.0% + Armor = LASER 0.0% + Armor = HAZARD_CLEANUP 0.0% + Armor = KILL_PILOT 0.0% + Armor = SURRENDER 0.0% + Armor = POISON 25.0% + Armor = RADIATION 25.0% + Armor = MICROWAVE 0.0% + Armor = SURRENDER 0.0% + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% + Armor = SNIPER 0.0% + Armor = MELEE 0.0% End Armor InfGen_HumanArmor - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = ARMOR_PIERCING 10% ; humans don't get hit by tank rounds. - Armor = INFANTRY_MISSILE 10% - Armor = FLAME 150% ; humans don't like fire - Armor = POISON 60% ; Unharmed by poison - Armor = RADIATION 60% ; Unharmed by radiation too - Armor = MICROWAVE 60% - Armor = PARTICLE_BEAM 150% ; humans don't fare well against orbital beams... - Armor = SNIPER 200% - Armor = LASER 50% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = ARMOR_PIERCING 10.0% ; humans don't get hit by tank rounds. + Armor = INFANTRY_MISSILE 10.0% + Armor = FLAME 150.0% ; humans don't like fire + Armor = POISON 60.0% ; Unharmed by poison + Armor = RADIATION 60.0% ; Unharmed by radiation too + Armor = MICROWAVE 60.0% + Armor = PARTICLE_BEAM 150.0% ; humans don't fare well against orbital beams... + Armor = SNIPER 200.0% + Armor = LASER 50.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor ChemReb_HumanArmor - Armor = CRUSH 200% ; humans are easily crushed ["I'm crushing your head"] - Armor = ARMOR_PIERCING 10% ; humans don't get hit by tank rounds. - Armor = INFANTRY_MISSILE 10% - Armor = SNIPER 200% - Armor = FLAME 150% ; Hazmats have a good resistance to fire. - Armor = LASER 50% ; Hazmats can resist laser fire a bit better than infantry. - Armor = POISON 5% ; Unharmed by poison - Armor = PARTICLE_BEAM 150% ; humans don't fare well against orbital beams... even with hazmat protection! - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 100% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 0% + Armor = CRUSH 200.0% ; humans are easily crushed ["I'm crushing your head"] + Armor = ARMOR_PIERCING 10.0% ; humans don't get hit by tank rounds. + Armor = INFANTRY_MISSILE 10.0% + Armor = SNIPER 200.0% + Armor = FLAME 150.0% ; Hazmats have a good resistance to fire. + Armor = LASER 50.0% ; Hazmats can resist laser fire a bit better than infantry. + Armor = POISON 5.0% ; Unharmed by poison + Armor = PARTICLE_BEAM 150.0% ; humans don't fare well against orbital beams... even with hazmat protection! + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 100.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 0.0% End Armor StructureArmorInternetCenter - Armor = DEFAULT 100% ; this sets the level for all non-specified damage types - Armor = SURRENDER 0% ; buildings are immune to normal damage from STUN weapons. - Armor = SMALL_ARMS 50% - Armor = GATTLING 10% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 50% - Armor = RADIATION 0% ; Radiation does no damage to buildings. - Armor = MICROWAVE 0% - Armor = SNIPER 0% - Armor = POISON 1% ; Poison does a tiny amount to allow firing on empty buildings - Armor = MELEE 0% - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = INFANTRY_MISSILE 50% - Armor = PARTICLE_BEAM 20% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... - Armor = KILL_PILOT 0% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = AURORA_BOMB 250% - Armor = LAND_MINE 0% ; buildings take no damage from mines - Armor = FLAME 50% - Armor = EXPLOSION 70% ; makes these buildings more resistant to nuclear attacks, among other things - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 0% - Armor = SUBDUAL_BUILDING 100% + Armor = DEFAULT 100.0% ; this sets the level for all non-specified damage types + Armor = SURRENDER 0.0% ; buildings are immune to normal damage from STUN weapons. + Armor = SMALL_ARMS 50.0% + Armor = GATTLING 10.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 50.0% + Armor = RADIATION 0.0% ; Radiation does no damage to buildings. + Armor = MICROWAVE 0.0% + Armor = SNIPER 0.0% + Armor = POISON 1.0% ; Poison does a tiny amount to allow firing on empty buildings + Armor = MELEE 0.0% + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = INFANTRY_MISSILE 50.0% + Armor = PARTICLE_BEAM 20.0% ; orbital beams should be devastating to buildings, but buildings have a lot of hit points so extra damage is good... + Armor = KILL_PILOT 0.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = AURORA_BOMB 250.0% + Armor = LAND_MINE 0.0% ; buildings take no damage from mines + Armor = FLAME 50.0% + Armor = EXPLOSION 70.0% ; makes these buildings more resistant to nuclear attacks, among other things + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 0.0% + Armor = SUBDUAL_BUILDING 100.0% End Armor AssaultCrawlerArmor ; Special Armor for Infantry General's Assault Crawler - Armor = JET_MISSILES 60% - Armor = STEALTHJET_MISSILES 60% - Armor = AURORA_BOMB 80% - Armor = CRUSH 50% ; hard to crush - Armor = SMALL_ARMS 25% - Armor = GATTLING 25% ; resistant to Gattling Tanks - Armor = COMANCHE_VULCAN 25% - Armor = FLAME 25% - Armor = RADIATION 50% ; Radiation does less damage to tanks. - Armor = MICROWAVE 0% - Armor = POISON 25% ; Poison does a little damage, just for balance reasons. - Armor = SNIPER 0% - Armor = MELEE 0% ; tanks don't generally take much damage other than paint damage from MELEE weapons - Armor = LASER 0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = PARTICLE_BEAM 100% - Armor = KILL_PILOT 100% ; Jarmen Kell uses against vehicles only. - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. - Armor = SUBDUAL_MISSILE 0% - Armor = SUBDUAL_VEHICLE 100% - Armor = SUBDUAL_BUILDING 0% + Armor = JET_MISSILES 60.0% + Armor = STEALTHJET_MISSILES 60.0% + Armor = AURORA_BOMB 80.0% + Armor = CRUSH 50.0% ; hard to crush + Armor = SMALL_ARMS 25.0% + Armor = GATTLING 25.0% ; resistant to Gattling Tanks + Armor = COMANCHE_VULCAN 25.0% + Armor = FLAME 25.0% + Armor = RADIATION 50.0% ; Radiation does less damage to tanks. + Armor = MICROWAVE 0.0% + Armor = POISON 25.0% ; Poison does a little damage, just for balance reasons. + Armor = SNIPER 0.0% + Armor = MELEE 0.0% ; tanks don't generally take much damage other than paint damage from MELEE weapons + Armor = LASER 0.0% ; lasers are anti-personnel and anti-projectile only (for point defense laser) + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = PARTICLE_BEAM 100.0% + Armor = KILL_PILOT 100.0% ; Jarmen Kell uses against vehicles only. + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. + Armor = SUBDUAL_MISSILE 0.0% + Armor = SUBDUAL_VEHICLE 100.0% + Armor = SUBDUAL_BUILDING 0.0% End @@ -1158,8 +1158,8 @@ End ; (We don't want to set the armor to 0%, because then things would realize ; they couldn't do any damage to us at all, and refuse to target us.) Armor InvulnerableArmor - Armor = DEFAULT 1% ; this sets the level for all non-specified damage types - Armor = HAZARD_CLEANUP 0% ; Not harmed by cleaning weapons - Armor = SURRENDER 0% ; Capture-type weapons are effective only against infantry. + Armor = DEFAULT 1.0% ; this sets the level for all non-specified damage types + Armor = HAZARD_CLEANUP 0.0% ; Not harmed by cleaning weapons + Armor = SURRENDER 0.0% ; Capture-type weapons are effective only against infantry. End diff --git a/GeneralsZH/Data/INI/AudioSettings.ini b/GeneralsZH/Data/INI/AudioSettings.ini index 9abd8e0..e821e23 100644 --- a/GeneralsZH/Data/INI/AudioSettings.ini +++ b/GeneralsZH/Data/INI/AudioSettings.ini @@ -19,16 +19,16 @@ AudioSettings TimeBetweenDrawableSounds = 1000 ; How many ms should run between attempts to play ambient drawable sounds? (These get culled fairly frequently, so this should probably happen about 1/sec) TimeToFadeAudio = 2000 ; How many ms should audio take to fade in/out. AudioFootprintInBytes = 4194304 ; 4 MB for now. We could adjust this later. - MinSampleVolume = 2% ; Sounds quieter than this will be clipped out + MinSampleVolume = 2.0% ; Sounds quieter than this will be clipped out - Relative2DVolume = -10% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%. - ; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%. - ; If 0, then 2D and 3D sounds will play at the same volume. + Relative2DVolume = -10.0% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%. + ; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%. + ; If 0, then 2D and 3D sounds will play at the same volume. - DefaultSoundVolume = 80% ; Default Sound volume -- NEVER CHANGED! Kris - Default3DSoundVolume = 80% ; Default 3D Sound volume -- NEVER CHANGED! Kris - DefaultSpeechVolume = 70% ; Default Speech volume -- NEVER CHANGED! Kris - DefaultMusicVolume = 55% ; Default Music volume -- NEVER CHANGED! Kris + DefaultSoundVolume = 80.0% ; Default Sound volume -- NEVER CHANGED! Kris + Default3DSoundVolume = 80.0% ; Default 3D Sound volume -- NEVER CHANGED! Kris + DefaultSpeechVolume = 70.0% ; Default Speech volume -- NEVER CHANGED! Kris + DefaultMusicVolume = 55.0% ; Default Music volume -- NEVER CHANGED! Kris Default2DSpeakerType = "2 Speakers" Default3DSpeakerType = "5.1 Surround" @@ -51,5 +51,5 @@ AudioSettings ; NOTE: The higher this value is, the lower normal sounds will be! If you specify a sound volume value of 25%, then sounds will play ; between 75% and 100%, not 100% to 125%! - ZoomSoundVolumePercentageAmount = 20% ; The amount of 3D sound volume dedicated to zooming. + ZoomSoundVolumePercentageAmount = 20.0% ; The amount of 3D sound volume dedicated to zooming. End diff --git a/GeneralsZH/Data/INI/Crate.ini b/GeneralsZH/Data/INI/Crate.ini index d7cb5c5..7266292 100644 --- a/GeneralsZH/Data/INI/Crate.ini +++ b/GeneralsZH/Data/INI/Crate.ini @@ -199,9 +199,9 @@ Object SalvageCrate PickupScience = SCIENCE_GLA ; Only GLA players can pick this up (Draw module makes it so only they can see it) ; ExecuteFX = FX_CratePickup ; FXList to play when successfully picked up - WeaponChance = 100% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded - LevelChance = 25% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level - MoneyChance = 75% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance + WeaponChance = 100.0% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded + LevelChance = 25.0% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level + MoneyChance = 75.0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance MinMoney = 25 ; If we get money, this is how much we get. Make them different to get a random range. MaxMoney = 75 End diff --git a/GeneralsZH/Data/INI/Default/SoundEffects.ini b/GeneralsZH/Data/INI/Default/SoundEffects.ini index b7eec25..ebcf16b 100644 --- a/GeneralsZH/Data/INI/Default/SoundEffects.ini +++ b/GeneralsZH/Data/INI/Default/SoundEffects.ini @@ -3,9 +3,9 @@ ; default in case there isn't one for a global sound. AudioEvent DefaultSoundEffect - Volume = 100% + Volume = 100.0% Priority = HIGH - MinVolume = 40% + MinVolume = 40.0% Control = RANDOM Limit = 4 MinRange = 175.00 diff --git a/GeneralsZH/Data/INI/Default/Speech.ini b/GeneralsZH/Data/INI/Default/Speech.ini index 103fb8d..4dcf161 100644 --- a/GeneralsZH/Data/INI/Default/Speech.ini +++ b/GeneralsZH/Data/INI/Default/Speech.ini @@ -2,6 +2,6 @@ ; Default Dialog event. DialogEvent DefaultDialog - Volume = 100% + Volume = 100.0% Type = UI EVERYONE End diff --git a/GeneralsZH/Data/INI/DrawGroupInfo.ini b/GeneralsZH/Data/INI/DrawGroupInfo.ini index af90274..353884f 100644 --- a/GeneralsZH/Data/INI/DrawGroupInfo.ini +++ b/GeneralsZH/Data/INI/DrawGroupInfo.ini @@ -13,6 +13,6 @@ DrawGroupInfo FontSize = 10 FontIsBold = NO - DrawPositionXPercent = -20% + DrawPositionXPercent = -20.0% DrawPositionYPixel = -10 End diff --git a/GeneralsZH/Data/INI/FXList.ini b/GeneralsZH/Data/INI/FXList.ini index 2b66531..2e32b12 100644 --- a/GeneralsZH/Data/INI/FXList.ini +++ b/GeneralsZH/Data/INI/FXList.ini @@ -5420,7 +5420,7 @@ FXList FX_FlashBangGarrisonBuildingHit ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End @@ -5497,7 +5497,7 @@ FXList FX_ToxinStreamGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100.0 - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End @@ -5523,7 +5523,7 @@ FXList FX_ToxinStreamUpgradedGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100.0 - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End @@ -5548,7 +5548,7 @@ FXList FX_DragonFlameGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100.0 - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End @@ -5922,7 +5922,7 @@ FXList FX_RangerCombatDropKill ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. - RadiusAsPercentOfObjectSize = 150% + RadiusAsPercentOfObjectSize = 150.0% IncreaseTime = 0 DecreaseTime = 2000 End diff --git a/GeneralsZH/Data/INI/GameData.ini b/GeneralsZH/Data/INI/GameData.ini index 9812de8..097e8c2 100644 --- a/GeneralsZH/Data/INI/GameData.ini +++ b/GeneralsZH/Data/INI/GameData.ini @@ -316,46 +316,46 @@ GameData ; ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Red Guard, ; and only apply when they are within effect radius of a Propaganda Tower. SUBLIMINAL does not replace ENTHUSIASTIC! - WeaponBonus = HORDE RATE_OF_FIRE 150% ; Horded troops fire their weapons 25% faster - WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ; Horded troops with Nationalism fire their weapon an additional 25% faster - WeaponBonus = FANATICISM RATE_OF_FIRE 125% ; Horded troops with Nationalism fire their weapon an additional 25% faster - WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ; In range of a Speaker Tower, gaining enthusiasm - WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ; In range of an upgraded Speaker Tower, gaining even more enthusiasm - WeaponBonus = GARRISONED RANGE 133% ; when garrisoned, all weapons get n times normal range - WeaponBonus = GARRISONED DAMAGE 125% ; when garrisoned, all weapons get n times normal range - - WeaponBonus = TARGET_FAERIE_FIRE RATE_OF_FIRE 150% ; If shooting at someone marked with Faerie Fire, shoot faster (we don't miss ever, so can't hit easier) - - WeaponBonus = FRENZY_ONE DAMAGE 110% ; Granted by a China Generals Power - WeaponBonus = FRENZY_TWO DAMAGE 120% - WeaponBonus = FRENZY_THREE DAMAGE 130% - - WeaponBonus = VETERAN RATE_OF_FIRE 120% - WeaponBonus = VETERAN DAMAGE 110% - WeaponBonus = ELITE RATE_OF_FIRE 140% - WeaponBonus = ELITE DAMAGE 120% - WeaponBonus = HERO RATE_OF_FIRE 160% - WeaponBonus = HERO DAMAGE 130% + WeaponBonus = HORDE RATE_OF_FIRE 150.0% ; Horded troops fire their weapons 25% faster + WeaponBonus = NATIONALISM RATE_OF_FIRE 125.0% ; Horded troops with Nationalism fire their weapon an additional 25% faster + WeaponBonus = FANATICISM RATE_OF_FIRE 125.0% ; Horded troops with Nationalism fire their weapon an additional 25% faster + WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125.0% ; In range of a Speaker Tower, gaining enthusiasm + WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125.0% ; In range of an upgraded Speaker Tower, gaining even more enthusiasm + WeaponBonus = GARRISONED RANGE 133.0% ; when garrisoned, all weapons get n times normal range + WeaponBonus = GARRISONED DAMAGE 125.0% ; when garrisoned, all weapons get n times normal range + + WeaponBonus = TARGET_FAERIE_FIRE RATE_OF_FIRE 150.0% ; If shooting at someone marked with Faerie Fire, shoot faster (we don't miss ever, so can't hit easier) + + WeaponBonus = FRENZY_ONE DAMAGE 110.0% ; Granted by a China Generals Power + WeaponBonus = FRENZY_TWO DAMAGE 120.0% + WeaponBonus = FRENZY_THREE DAMAGE 130.0% + + WeaponBonus = VETERAN RATE_OF_FIRE 120.0% + WeaponBonus = VETERAN DAMAGE 110.0% + WeaponBonus = ELITE RATE_OF_FIRE 140.0% + WeaponBonus = ELITE DAMAGE 120.0% + WeaponBonus = HERO RATE_OF_FIRE 160.0% + WeaponBonus = HERO DAMAGE 130.0% ; Strategy Centers provides bonuses based on the active battleplan! - WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120% - ; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120% - WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120% - WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ; Note this does nothing -- just for balancing reference. + WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120.0% + ; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120.0% + WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120.0% + WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100.0% ; Note this does nothing -- just for balancing reference. - WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80% - WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100% - WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120% + WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80.0% + WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100.0% + WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120.0% ; you cannot set this; it always has a value of 100%. - ; HealthBonus_Regular = 100% - HealthBonus_Veteran = 120% - HealthBonus_Elite = 130% - HealthBonus_Heroic = 150% + ; HealthBonus_Regular = 100.0% + HealthBonus_Veteran = 120.0% + HealthBonus_Elite = 130.0% + HealthBonus_Heroic = 150.0% - HumanSoloPlayerHealthBonus_Easy = 150% - HumanSoloPlayerHealthBonus_Normal = 100% ; i.e. unadjusted - HumanSoloPlayerHealthBonus_Hard = 80% + HumanSoloPlayerHealthBonus_Easy = 150.0% + HumanSoloPlayerHealthBonus_Normal = 100.0% ; i.e. unadjusted + HumanSoloPlayerHealthBonus_Hard = 80.0% ; Audio parameters ; VolumeDistribution = Linear ; for linear falloff @@ -387,7 +387,7 @@ GameData MaxShakeIntensity = 10.0 MaxShakeRange = 150.0 - SellPercentage = 50% ; You get this percentage back of the cost to build + SellPercentage = 50.0% ; You get this percentage back of the cost to build BaseRegenHealthPercentPerSecond = 0.3% ; You get this % of max health back per second from auto base regeneration BaseRegenDelay = 3000 ; in MS, delay in frames we must be damage-free before we can auto-heal from base regeneration diff --git a/GeneralsZH/Data/INI/InGameUI.ini b/GeneralsZH/Data/INI/InGameUI.ini index f3cb65b..585fa7e 100644 --- a/GeneralsZH/Data/INI/InGameUI.ini +++ b/GeneralsZH/Data/INI/InGameUI.ini @@ -66,8 +66,8 @@ InGameUI SpyDroneRadiusCursor Texture = SccSpyDrone_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -76,8 +76,8 @@ InGameUI AttackScatterAreaRadiusCursor Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -86,8 +86,8 @@ InGameUI SuperweaponScatterAreaRadiusCursor Texture = EXTargeterAlpha2 Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:128 G:0 B:0 A:128 ; extra soft OnlyVisibleToOwningPlayer = YES @@ -96,8 +96,8 @@ InGameUI AttackDamageAreaRadiusCursor Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -106,8 +106,8 @@ InGameUI AttackContinueAreaRadiusCursor Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -116,8 +116,8 @@ InGameUI GuardAreaRadiusCursor Texture = SCCGuard_Generic Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -126,8 +126,8 @@ InGameUI EmergencyRepairRadiusCursor Texture = SCCRepair Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -136,8 +136,8 @@ InGameUI FrenzyRadiusCursor Texture = SCCFrenzy Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -146,8 +146,8 @@ InGameUI FriendlySpecialPowerRadiusCursor Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:0 G:255 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -156,8 +156,8 @@ InGameUI OffensiveSpecialPowerRadiusCursor Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -169,8 +169,8 @@ InGameUI ParticleCannonRadiusCursor Texture = SCCParticleCanon_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:40 G:110 B:210 A:255 OnlyVisibleToOwningPlayer = YES @@ -179,8 +179,8 @@ InGameUI A10StrikeRadiusCursor Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -189,8 +189,8 @@ InGameUI CarpetBombRadiusCursor Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -199,8 +199,8 @@ InGameUI DaisyCutterRadiusCursor Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -209,8 +209,8 @@ InGameUI ParadropRadiusCursor Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -219,8 +219,8 @@ InGameUI SpySatelliteRadiusCursor Texture = SCCSpySatellite_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -229,8 +229,8 @@ InGameUI SpectreGunshipRadiusCursor Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL - OpacityMin = 55% - OpacityMax = 75% + OpacityMin = 55.0% + OpacityMax = 75.0% OpacityThrobTime = 500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -239,8 +239,8 @@ InGameUI HelixNapalmBombRadiusCursor Texture = SCCNapalm Style = SHADOW_ALPHA_DECAL - OpacityMin = 55% - OpacityMax = 75% + OpacityMin = 55.0% + OpacityMax = 75.0% OpacityThrobTime = 500 Color = R:255 G:100 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -251,8 +251,8 @@ InGameUI NuclearMissileRadiusCursor Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -261,8 +261,8 @@ InGameUI EMPPulseRadiusCursor Texture = SCCEMPPulse_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:40 G:110 B:210 A:255 OnlyVisibleToOwningPlayer = YES @@ -271,8 +271,8 @@ InGameUI ArtilleryRadiusCursor Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -281,8 +281,8 @@ InGameUI NapalmStrikeRadiusCursor Texture = SCCNapalmStrike_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -291,8 +291,8 @@ InGameUI ClusterMinesRadiusCursor Texture = SCCClusterMines_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -304,8 +304,8 @@ InGameUI ScudStormRadiusCursor Texture = SCCScudStorm_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -314,8 +314,8 @@ InGameUI AnthraxBombRadiusCursor Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -324,8 +324,8 @@ InGameUI AmbushRadiusCursor Texture = SCCAmbush_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -334,8 +334,8 @@ InGameUI RadarRadiusCursor Texture = SCCRadar_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -344,8 +344,8 @@ InGameUI ClearMinesRadiusCursor Texture = SCCClear Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES @@ -354,8 +354,8 @@ InGameUI AmbulanceRadiusCursor Texture = SCCAmbulance Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 1000 Color = R:240 G:240 B:240 A:255 OnlyVisibleToOwningPlayer = YES diff --git a/GeneralsZH/Data/INI/Mouse.ini b/GeneralsZH/Data/INI/Mouse.ini index db25ae5..8c2ecb3 100644 --- a/GeneralsZH/Data/INI/Mouse.ini +++ b/GeneralsZH/Data/INI/Mouse.ini @@ -16,7 +16,7 @@ Mouse TooltipShadowColor = R:0 G:0 B:0 A:255 TooltipBorderColor = R:60 G:60 B:155 A:255 TooltipBackgroundColor = R:20 G:20 B:20 A:255 - TooltipWidth = 20% ; in percentage of screen width + TooltipWidth = 20.0% ; in percentage of screen width UseTooltipAltTextColor = NO ; use player colors for tooltip text? UseTooltipAltBackColor = YES ; use player colors for tooltip backgrounds? AdjustTooltipAltColor = YES ; alter (brighten/darken) player colors for tooltips? diff --git a/GeneralsZH/Data/INI/Music.ini b/GeneralsZH/Data/INI/Music.ini index b592e1f..3ef18ea 100644 --- a/GeneralsZH/Data/INI/Music.ini +++ b/GeneralsZH/Data/INI/Music.ini @@ -20,7 +20,7 @@ End ; MusicTrack Track5 ; Filename = FK-Track01.mp3 -; Volume = 60% +; Volume = 60.0% ; End diff --git a/GeneralsZH/Data/INI/Object/AirforceGeneral.ini b/GeneralsZH/Data/INI/Object/AirforceGeneral.ini index 0c95637..930ac44 100644 --- a/GeneralsZH/Data/INI/Object/AirforceGeneral.ini +++ b/GeneralsZH/Data/INI/Object/AirforceGeneral.ini @@ -521,7 +521,7 @@ Object AirF_AmericaJetSpectreGunship1 Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight @@ -575,8 +575,8 @@ Object AirF_AmericaJetSpectreGunship1 AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -584,8 +584,8 @@ Object AirF_AmericaJetSpectreGunship1 TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -598,7 +598,7 @@ Object AirF_AmericaJetSpectreGunship1 Behavior = HelixContain ModuleTag_09 Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES End @@ -624,7 +624,7 @@ Object AirF_AmericaJetSpectreGunship1 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -842,7 +842,7 @@ Object AirF_AmericaJetSpectreGunship2 Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight @@ -896,8 +896,8 @@ Object AirF_AmericaJetSpectreGunship2 AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -905,8 +905,8 @@ Object AirF_AmericaJetSpectreGunship2 TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -919,7 +919,7 @@ Object AirF_AmericaJetSpectreGunship2 Behavior = HelixContain ModuleTag_09 Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES End @@ -945,7 +945,7 @@ Object AirF_AmericaJetSpectreGunship2 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1160,7 +1160,7 @@ Object AirF_AmericaJetSpectreGunship3 Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight @@ -1214,8 +1214,8 @@ Object AirF_AmericaJetSpectreGunship3 AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -1223,8 +1223,8 @@ Object AirF_AmericaJetSpectreGunship3 TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -1237,7 +1237,7 @@ Object AirF_AmericaJetSpectreGunship3 Behavior = HelixContain ModuleTag_09 Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES End @@ -1263,7 +1263,7 @@ Object AirF_AmericaJetSpectreGunship3 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1529,7 +1529,7 @@ Object AirF_AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -1561,7 +1561,7 @@ Object AirF_AmericaJetB52 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1735,7 +1735,7 @@ Object AirF_AmericaJetAurora OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_AuroraDeathInitial @@ -1767,9 +1767,9 @@ Object AirF_AmericaJetAurora End Behavior = JetAIUpdate ModuleTag_07 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode @@ -1798,7 +1798,7 @@ Object AirF_AmericaJetAurora DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1987,7 +1987,7 @@ Object AirF_AmericaJetStealthFighter OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_StealthFighterDeathInitial @@ -2014,9 +2014,9 @@ Object AirF_AmericaJetStealthFighter End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -2052,7 +2052,7 @@ Object AirF_AmericaJetStealthFighter DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2324,7 +2324,7 @@ Object AirF_AmericaVehicleComanche DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 4000 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2452,7 +2452,7 @@ Object AirF_AmericaJetA10Thunderbolt Behavior = JetSlowDeathBehavior ModuleTag_03 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -2502,7 +2502,7 @@ Object AirF_AmericaJetA10Thunderbolt DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2708,7 +2708,7 @@ Object AirF_AmericaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -2738,7 +2738,7 @@ Object AirF_AmericaJetCargoPlane DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -5275,7 +5275,7 @@ Object AirF_AmericaVehicleHumvee Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -5749,7 +5749,7 @@ Object AirF_AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 HealthRegen%PerSec = 25.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES AllowNeutralInside = NO @@ -6415,8 +6415,8 @@ Object AirF_AmericaVehicleSpyDrone GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 ; dim blue, additive End @@ -6615,7 +6615,7 @@ Object AirF_AmericaVehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -7145,7 +7145,7 @@ Object AirF_AmericaTankAvenger Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -7182,7 +7182,7 @@ Object AirF_AmericaTankAvenger Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PayloadTemplateName = AmericaTankAvengerLaserTurret @@ -17183,7 +17183,7 @@ Object AirF_AmericaFireBase EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = YES - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% IsEnclosingContainer = NO @@ -17402,7 +17402,7 @@ Object AFG_AmericaVehicleChinook Behavior = TransportContain ModuleTag_08 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 @@ -17652,7 +17652,7 @@ Object AirF_AmericaVehicleChinook Behavior = TransportContain ModuleTag_08 PassengersAllowedToFire = YES Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 @@ -17874,7 +17874,7 @@ Object AirF_AmericaJetRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial @@ -17906,9 +17906,9 @@ Object AirF_AmericaJetRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -17958,7 +17958,7 @@ Object AirF_AmericaJetRaptor DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -18166,7 +18166,7 @@ Object AirF_AmericaJetB3 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -18198,7 +18198,7 @@ Object AirF_AmericaJetB3 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End diff --git a/GeneralsZH/Data/INI/Object/AmericaAir.ini b/GeneralsZH/Data/INI/Object/AmericaAir.ini index 2b0b742..4147664 100644 --- a/GeneralsZH/Data/INI/Object/AmericaAir.ini +++ b/GeneralsZH/Data/INI/Object/AmericaAir.ini @@ -195,7 +195,7 @@ Object AmericaJetSpectreGunship Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight @@ -249,8 +249,8 @@ Object AmericaJetSpectreGunship AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -258,8 +258,8 @@ Object AmericaJetSpectreGunship TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -272,7 +272,7 @@ Object AmericaJetSpectreGunship Behavior = HelixContain ModuleTag_09 Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES ShouldDrawPips = NO @@ -299,7 +299,7 @@ Object AmericaJetSpectreGunship DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -640,7 +640,7 @@ Object AmericaJetRaptor DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -655,7 +655,7 @@ Object AmericaJetRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial @@ -687,9 +687,9 @@ Object AmericaJetRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -880,7 +880,7 @@ Object AmericaJetAircraftCarrierRaptor DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -895,7 +895,7 @@ Object AmericaJetAircraftCarrierRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial @@ -927,9 +927,9 @@ Object AmericaJetAircraftCarrierRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -1133,7 +1133,7 @@ Object AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -1165,7 +1165,7 @@ Object AmericaJetB52 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1339,7 +1339,7 @@ Object AmericaJetAurora OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_AuroraDeathInitial @@ -1371,9 +1371,9 @@ Object AmericaJetAurora End Behavior = JetAIUpdate ModuleTag_07 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode @@ -1402,7 +1402,7 @@ Object AmericaJetAurora DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1584,7 +1584,7 @@ Object AmericaJetStealthFighter OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_StealthFighterDeathInitial @@ -1611,9 +1611,9 @@ Object AmericaJetStealthFighter End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -1649,7 +1649,7 @@ Object AmericaJetStealthFighter DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1913,7 +1913,7 @@ Object AmericaVehicleComanche DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 4000 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2028,7 +2028,7 @@ Object AmericaJetA10Thunderbolt Behavior = JetSlowDeathBehavior ModuleTag_03 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -2078,7 +2078,7 @@ Object AmericaJetA10Thunderbolt DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2279,7 +2279,7 @@ Object AmericaVehicleChinook Behavior = TransportContain ModuleTag_08 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 @@ -2517,7 +2517,7 @@ Object AmericaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -2547,7 +2547,7 @@ Object AmericaJetCargoPlane DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End diff --git a/GeneralsZH/Data/INI/Object/AmericaCINEUnit.ini b/GeneralsZH/Data/INI/Object/AmericaCINEUnit.ini index 0fb7584..8649ab1 100644 --- a/GeneralsZH/Data/INI/Object/AmericaCINEUnit.ini +++ b/GeneralsZH/Data/INI/Object/AmericaCINEUnit.ini @@ -170,7 +170,7 @@ Object CINE_USA08_AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -262,9 +262,9 @@ Object CINE_U06_CruiseMissileFLY End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 1000000 ; if idle for this long, return to base, even if not out of ammo @@ -898,7 +898,7 @@ Object CINE_AmericaVehicleHumvee Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -2852,7 +2852,7 @@ Object CINE_AmericaJetRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial @@ -2884,9 +2884,9 @@ Object CINE_AmericaJetRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -3079,7 +3079,7 @@ Object CINE_AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -4005,7 +4005,7 @@ Object CINE_AmericaVehicleChinook Behavior = TransportContain ModuleTag_08 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 @@ -4247,7 +4247,7 @@ Object CINE_U04_AmericaJetCargoPlane_HIGH Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -4284,7 +4284,7 @@ Object CINE_U04_AmericaJetCargoPlane_HIGH ; DelayBetweenVolleys = 1000 ; Time between flare volleys ; NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ; ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - ; EvasionRate = 50% ; With active flares, the specified percentage will be diverted. + ; EvasionRate = 50.0% ; With active flares, the specified percentage will be diverted. ; ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. ; MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. ; End @@ -4489,7 +4489,7 @@ Object CINE_U04_AmericaJetCargoPlane_MEDIUM Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -4523,7 +4523,7 @@ Object CINE_U04_AmericaJetCargoPlane_MEDIUM ; DelayBetweenVolleys = 1000 ; Time between flare volleys ; NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ; ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - ; EvasionRate = 50% ; With active flares, the specified percentage will be diverted. + ; EvasionRate = 50.0% ; With active flares, the specified percentage will be diverted. ; ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. ; MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. ; End @@ -4728,7 +4728,7 @@ Object CINE_U04_AmericaJetCargoPlane_LOW Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -4761,7 +4761,7 @@ Object CINE_U04_AmericaJetCargoPlane_LOW ; DelayBetweenVolleys = 1000 ; Time between flare volleys ; NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ; ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - ; EvasionRate = 50% ; With active flares, the specified percentage will be diverted. + ; EvasionRate = 50.0% ; With active flares, the specified percentage will be diverted. ; ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. ; MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. ; End @@ -5562,7 +5562,7 @@ Object CINE_AmericaJetStealthFighter OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_StealthFighterDeathInitial @@ -5589,9 +5589,9 @@ Object CINE_AmericaJetStealthFighter End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -5790,7 +5790,7 @@ Object CINE_AmericaJetStealthFighterUSA08 OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_StealthFighterDeathInitial @@ -5817,9 +5817,9 @@ Object CINE_AmericaJetStealthFighterUSA08 End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo diff --git a/GeneralsZH/Data/INI/Object/AmericaVehicle.ini b/GeneralsZH/Data/INI/Object/AmericaVehicle.ini index 22d99f1..75daca5 100644 --- a/GeneralsZH/Data/INI/Object/AmericaVehicle.ini +++ b/GeneralsZH/Data/INI/Object/AmericaVehicle.ini @@ -173,7 +173,7 @@ Object AmericaVehicleHumvee Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -647,7 +647,7 @@ Object AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 HealthRegen%PerSec = 25.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES AllowNeutralInside = NO @@ -1314,8 +1314,8 @@ Object AmericaVehicleSpyDrone GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 ; dim blue, additive End @@ -1736,7 +1736,7 @@ Object AmericaVehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -1948,7 +1948,7 @@ Object AmericaTankPaladin Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -2506,7 +2506,7 @@ Object AmericaTankAvenger Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -2543,7 +2543,7 @@ Object AmericaTankAvenger Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PayloadTemplateName = AmericaTankAvengerLaserTurret diff --git a/GeneralsZH/Data/INI/Object/BossGeneral.ini b/GeneralsZH/Data/INI/Object/BossGeneral.ini index b4479a3..44e2582 100644 --- a/GeneralsZH/Data/INI/Object/BossGeneral.ini +++ b/GeneralsZH/Data/INI/Object/BossGeneral.ini @@ -169,7 +169,7 @@ Object Boss_VehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -1337,15 +1337,15 @@ Object Boss_CommandCenter Behavior = CashBountyPower ModuleTag_96 SpecialPowerTemplate = SpecialAbilityCashBounty1 - Bounty = 5% + Bounty = 5.0% End Behavior = CashBountyPower ModuleTag_97 SpecialPowerTemplate = SpecialAbilityCashBounty2 - Bounty = 10% + Bounty = 10.0% End Behavior = CashBountyPower ModuleTag_98 SpecialPowerTemplate = SpecialAbilityCashBounty3 - Bounty = 20% + Bounty = 20.0% End Behavior = FlammableUpdate ModuleTag_23 @@ -8080,10 +8080,10 @@ Object Boss_SpeakerTower Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 2% ; get this % of max health every second + HealPercentEachSecond = 2.0% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 4% ; get this % of max health every second + UpgradedHealPercentEachSecond = 4.0% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_07 @@ -14102,7 +14102,7 @@ Object Boss_JetSpectreGunship Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight @@ -14156,8 +14156,8 @@ Object Boss_JetSpectreGunship AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -14165,8 +14165,8 @@ Object Boss_JetSpectreGunship TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -14179,7 +14179,7 @@ Object Boss_JetSpectreGunship Behavior = HelixContain ModuleTag_09 Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES End @@ -14205,7 +14205,7 @@ Object Boss_JetSpectreGunship DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 50% ; With active flares, the specified percentage will be diverted. + EvasionRate = 50.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -14417,7 +14417,7 @@ Object Boss_JetAurora OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_AuroraDeathInitial @@ -14449,9 +14449,9 @@ Object Boss_JetAurora End Behavior = JetAIUpdate ModuleTag_07 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode @@ -14480,7 +14480,7 @@ Object Boss_JetAurora DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 50% ; With active flares, the specified percentage will be diverted. + EvasionRate = 50.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -14773,7 +14773,7 @@ Object Boss_VehicleHelix Behavior = HelixContain ModuleTag_29 Slots = 5 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 @@ -14994,7 +14994,7 @@ Object Boss_JetMIG OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial @@ -15018,9 +15018,9 @@ Object Boss_JetMIG End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -15252,7 +15252,7 @@ Object Boss_JetRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial @@ -15284,9 +15284,9 @@ Object Boss_JetRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -18791,7 +18791,7 @@ Object Boss_TankPaladin Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -19260,7 +19260,7 @@ Object Boss_TankAvenger Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -19297,7 +19297,7 @@ Object Boss_TankAvenger Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PayloadTemplateName = AmericaTankAvengerLaserTurret @@ -19539,7 +19539,7 @@ Object Boss_TankOverlord Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to the first passenger (redirects like the tunnel) Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PassengersInTurret = YES ; My passengers ride in my turret, that's where the FirePoint bones are @@ -20399,7 +20399,7 @@ Object Boss_VehicleRocketBuggy Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -21242,7 +21242,7 @@ Object Boss_VehicleCombatBikeTerrorist InitialPayload = GLAInfantryTerrorist 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 diff --git a/GeneralsZH/Data/INI/Object/ChemicalGeneral.ini b/GeneralsZH/Data/INI/Object/ChemicalGeneral.ini index bd21a17..e8dd340 100644 --- a/GeneralsZH/Data/INI/Object/ChemicalGeneral.ini +++ b/GeneralsZH/Data/INI/Object/ChemicalGeneral.ini @@ -838,15 +838,15 @@ Object Chem_GLACommandCenter Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 - Bounty = 5% + Bounty = 5.0% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 - Bounty = 10% + Bounty = 10.0% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 - Bounty = 20% + Bounty = 20.0% End Behavior = FlammableUpdate ModuleTag_19 @@ -14070,7 +14070,7 @@ Object Chem_GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 @@ -14666,7 +14666,7 @@ Object Chem_GLAVehicleRocketBuggy Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -15605,7 +15605,7 @@ Object Chem_GLAVehicleCombatBike InitialPayload = Chem_GLAInfantryRebel 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -16318,7 +16318,7 @@ Object Chem_GLAVehicleToxinTruck Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = INITIAL FX_ToxinTractorDie @@ -16545,7 +16545,7 @@ Object Chem_GLAVehicleBombTruck Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -17387,7 +17387,7 @@ Object Chem_GLAVehicleTechnicalChassisOne Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -18327,7 +18327,7 @@ Object Chem_GLAVehicleRadarVan Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -18653,7 +18653,7 @@ Object Chem_GLAVehicleBattleBus Behavior = BattleBusSlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely ; Part the first, uses when killed the first time from non-system (unresistible) damage FXStartUndeath = FX_BattleBusStartUndeath @@ -18661,7 +18661,7 @@ Object Chem_GLAVehicleBattleBus FXHitGround = FX_BattleBusHitGround OCLHitGround = OCL_BattleBusHitGround ThrowForce = 100.0 - PercentDamageToPassengers = 50% + PercentDamageToPassengers = 50.0% EmptyHulkDestructionDelay = 1000 ; If nonzero, msec of emptiness before we kill ourselves with Penalty damage ; Part the second, normal fields of a SlowDeathBehavior @@ -18674,7 +18674,7 @@ Object Chem_GLAVehicleBattleBus Behavior = TransportContain ModuleTag_10 PassengersAllowedToFire = YES Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn diff --git a/GeneralsZH/Data/INI/Object/ChinaAir.ini b/GeneralsZH/Data/INI/Object/ChinaAir.ini index 8de68bf..037627e 100644 --- a/GeneralsZH/Data/INI/Object/ChinaAir.ini +++ b/GeneralsZH/Data/INI/Object/ChinaAir.ini @@ -245,7 +245,7 @@ Object ChinaVehicleHelix Behavior = HelixContain ModuleTag_29 Slots = 5 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 @@ -526,10 +526,10 @@ Object ChinaHelixPropagandaTower Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_HelixPropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_HelixPropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -772,7 +772,7 @@ Object ChinaJetMIG OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial @@ -796,9 +796,9 @@ Object ChinaJetMIG End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -1023,7 +1023,7 @@ Object ChinaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial diff --git a/GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini b/GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini index 3d16e85..69adb45 100644 --- a/GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini +++ b/GeneralsZH/Data/INI/Object/ChinaCINEUnit.ini @@ -141,7 +141,7 @@ Object ChinaJetMIG_CinematicVersion OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp_CinematicVersion DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial @@ -165,9 +165,9 @@ Object ChinaJetMIG_CinematicVersion End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -1351,7 +1351,7 @@ Object CINE_ChinaTankOverlord Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to the first passenger (redirects like the tunnel) Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PassengersInTurret = YES ; My passengers ride in my turret, that's where the FirePoint bones are @@ -1971,7 +1971,7 @@ Object CINE_ChinaVehicleTroopCrawlerEmpty Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -1981,7 +1981,7 @@ Object CINE_ChinaVehicleTroopCrawlerEmpty Behavior = TransportContain ModuleTag_06 Slots = 10 HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY End @@ -2585,7 +2585,7 @@ Object CINE_ChinaJetMIG OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp_CinematicVersion DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial @@ -2609,9 +2609,9 @@ Object CINE_ChinaJetMIG End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo diff --git a/GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini b/GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini index ac0d834..1a08d90 100644 --- a/GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini +++ b/GeneralsZH/Data/INI/Object/ChinaMiscUnit.ini @@ -252,7 +252,7 @@ Object ChinaVehicleTroopCrawlerEmpty Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -262,7 +262,7 @@ Object ChinaVehicleTroopCrawlerEmpty Behavior = TransportContain ModuleTag_06 Slots = 8 HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY End diff --git a/GeneralsZH/Data/INI/Object/ChinaVehicle.ini b/GeneralsZH/Data/INI/Object/ChinaVehicle.ini index f13f4c1..3989cd5 100644 --- a/GeneralsZH/Data/INI/Object/ChinaVehicle.ini +++ b/GeneralsZH/Data/INI/Object/ChinaVehicle.ini @@ -336,7 +336,7 @@ Object ChinaTankOverlord Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to the first passenger (redirects like the tunnel) Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PassengersInTurret = YES ; My passengers ride in my turret, that's where the FirePoint bones are @@ -663,10 +663,10 @@ Object ChinaTankOverlordPropagandaTower Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -760,7 +760,7 @@ Object ChinaTankOverlordBattleBunker AllowInsideKindOf = INFANTRY EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% End Behavior = DestroyDie ModuleTag_04 @@ -1160,7 +1160,7 @@ Object ChinaVehicleTroopCrawler InitialPayload = ChinaInfantryRedguard 8 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -2228,7 +2228,7 @@ Object ChinaVehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -2656,7 +2656,7 @@ Object ChinaVehicleListeningOutpost InitialPayload = ChinaInfantryTankHunter 2 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn diff --git a/GeneralsZH/Data/INI/Object/CivilianBuilding.ini b/GeneralsZH/Data/INI/Object/CivilianBuilding.ini index 003fbb5..43b1928 100644 --- a/GeneralsZH/Data/INI/Object/CivilianBuilding.ini +++ b/GeneralsZH/Data/INI/Object/CivilianBuilding.ini @@ -25409,7 +25409,7 @@ Object TechOilRefinery Behavior = CostModifierUpgrade ModuleTag_05 TriggeredBy = Upgrade_CostReduction EffectKindOf = VEHICLE - Percentage = -10% + Percentage = -10.0% End Behavior = FlammableUpdate ModuleTag_07 diff --git a/GeneralsZH/Data/INI/Object/CivilianProp.ini b/GeneralsZH/Data/INI/Object/CivilianProp.ini index 8219b70..2c1dd2b 100644 --- a/GeneralsZH/Data/INI/Object/CivilianProp.ini +++ b/GeneralsZH/Data/INI/Object/CivilianProp.ini @@ -546,8 +546,8 @@ Object ChainLinkFence01 ToppleFX = FX_ChainLinkFenceTopple BounceFX = FX_ChainLinkFenceBounce ToppleLeftOrRightOnly = YES - BounceVelocityPercent = 20% ; chain-link fences should bounce a little (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 20.0% ; chain-link fences should bounce a little (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED @@ -1461,8 +1461,8 @@ Object StatueAngel ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -1514,8 +1514,8 @@ Object StatueLenin ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -1566,8 +1566,8 @@ Object StatueRoman ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -4355,8 +4355,8 @@ Object StoneWall01 ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -4783,8 +4783,8 @@ Object ConcreteWall01 ToppleFX = FX_ConcreteWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -4867,8 +4867,8 @@ Object BrickWall01 ToppleFX = FX_BrickWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -5052,8 +5052,8 @@ Object WoodWall01 ToppleFX = FX_WoodWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -5135,8 +5135,8 @@ Object PicketFence01 Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_WoodWallTopple ToppleLeftOrRightOnly = YES - BounceVelocityPercent = 0% ; picket fences don't bounce (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; picket fences don't bounce (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED @@ -5554,8 +5554,8 @@ Object StoneArch01 ; Behavior = ToppleUpdate ; ToppleFX = FX_StoneWallTopple ; ToppleLeftOrRightOnly = YES - ; BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - ; InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + ; BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + ; InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED @@ -5602,8 +5602,8 @@ Object BrokenWallPiece02 ; Behavior = ToppleUpdate ; ToppleFX = FX_StoneWallTopple ; ToppleLeftOrRightOnly = YES - ; BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - ; InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + ; BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + ; InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED @@ -6654,8 +6654,8 @@ Object SandBagWall01 ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -6709,8 +6709,8 @@ Object SandBagWall02 ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -6765,8 +6765,8 @@ Object SandBagWallSmall ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec @@ -6815,8 +6815,8 @@ Object SandbagWallEnd ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = YES ReorientToppledRubble = YES - BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) - InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) + BounceVelocityPercent = 0.0% ; most walls shouldn't bounce at all (default: 30%) + InitialAccelPercent = 3.0% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2.0 ; in dist/sec diff --git a/GeneralsZH/Data/INI/Object/CivilianUnit.ini b/GeneralsZH/Data/INI/Object/CivilianUnit.ini index d8fa4ed..6c13338 100644 --- a/GeneralsZH/Data/INI/Object/CivilianUnit.ini +++ b/GeneralsZH/Data/INI/Object/CivilianUnit.ini @@ -3080,7 +3080,7 @@ Object CINE_CarLuxury03 Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -3487,7 +3487,7 @@ Object CINE_U05_Technical02 Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -5044,7 +5044,7 @@ Object Humvee1 Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 20% + DamagePercentToUnits = 20.0% AllowInsideKindOf = INFANTRY End @@ -13337,7 +13337,7 @@ Object TrainEngine ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -13466,7 +13466,7 @@ Object TrainEngineNoCars ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -13719,7 +13719,7 @@ Object TrainEngine3 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -13917,7 +13917,7 @@ Object TrainEngineVerySlow ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% MobileGarrison = YES End @@ -14234,7 +14234,7 @@ Object TrainCar01 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -14320,7 +14320,7 @@ Object TrainCar02 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -14407,7 +14407,7 @@ Object TrainCar03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -14500,7 +14500,7 @@ Object TrainCar04 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% AllowInsideKindOf = INFANTRY VEHICLE HUGE_VEHICLE MobileGarrison = YES InitialRoster = GLAInfantryTerrorist 0 @@ -14508,7 +14508,7 @@ Object TrainCar04 ; Behavior = TransportContain ModuleTag_08 ; Slots = 8 - ; DamagePercentToUnits = 100% + ; DamagePercentToUnits = 100.0% ; AllowInsideKindOf = INFANTRY VEHICLE HUGE_VEHICLE ; ExitDelay = 10 ; 100 ; NumberOfExitPaths = 1 @@ -14606,7 +14606,7 @@ Object TrainCab ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -14935,7 +14935,7 @@ Object TrainCar013 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -15020,7 +15020,7 @@ Object TrainCar023 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -15107,7 +15107,7 @@ Object TrainCar033 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -15198,7 +15198,7 @@ Object TrainCab3 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -15438,7 +15438,7 @@ Object CabooseFullOfTerrorists ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% MobileGarrison = YES InitialRoster = GLAInfantryTerrorist 10 End @@ -16718,7 +16718,7 @@ Object CINE_TrainEngine ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -16802,7 +16802,7 @@ Object CINE_TrainCarFlat ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -16890,7 +16890,7 @@ Object CINE_TrainCarRocket ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - ; DamagePercentToUnits = 50% + ; DamagePercentToUnits = 50.0% ; MobileGarrison = YES ; End @@ -17681,7 +17681,7 @@ Object CINE_Humvee Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 20% + DamagePercentToUnits = 20.0% AllowInsideKindOf = INFANTRY End @@ -19267,7 +19267,7 @@ Object CINE_U05_AmericaVehicleHumveeXYZ Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -19529,7 +19529,7 @@ Object CINE_U05_AmericaVehicleHumvee Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -19792,7 +19792,7 @@ Object CINE_U05_AmericaVehicleHumvee_BRAKE Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -20056,7 +20056,7 @@ Object CINE_U05_AmericaVehicleHumvee_Hulk Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn diff --git a/GeneralsZH/Data/INI/Object/DemoGeneral.ini b/GeneralsZH/Data/INI/Object/DemoGeneral.ini index b099501..3fd5918 100644 --- a/GeneralsZH/Data/INI/Object/DemoGeneral.ini +++ b/GeneralsZH/Data/INI/Object/DemoGeneral.ini @@ -973,15 +973,15 @@ Object Demo_GLACommandCenter Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 - Bounty = 5% + Bounty = 5.0% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 - Bounty = 10% + Bounty = 10.0% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 - Bounty = 20% + Bounty = 20.0% End Behavior = FlammableUpdate ModuleTag_19 @@ -15742,7 +15742,7 @@ Object Demo_GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 @@ -16634,7 +16634,7 @@ Object Demo_GLAVehicleRocketBuggy Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -17574,7 +17574,7 @@ Object Demo_GLAVehicleCombatBike InitialPayload = Demo_GLAInfantryTerrorist 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -18358,7 +18358,7 @@ Object Demo_GLAVehicleToxinTruck Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = INITIAL FX_ToxinTractorDie @@ -18614,7 +18614,7 @@ Object Demo_GLAVehicleBombTruck Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -19492,7 +19492,7 @@ Object Demo_GLAVehicleTechnicalChassisOne Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -20498,7 +20498,7 @@ Object Demo_GLAVehicleRadarVan Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -20859,7 +20859,7 @@ Object Demo_GLAVehicleBattleBus Behavior = BattleBusSlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 -SUICIDED ; Crushed and splatted are covered by a DestroyDie. Extra4(loneliness) and Suicide(DemoBomb) are covered in a normal SlowDeath ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely ; Part the first, uses when killed the first time from non-system (unresistible) damage FXStartUndeath = FX_BattleBusStartUndeath @@ -20867,7 +20867,7 @@ Object Demo_GLAVehicleBattleBus FXHitGround = FX_BattleBusHitGround OCLHitGround = OCL_BattleBusHitGround ThrowForce = 100.0 - PercentDamageToPassengers = 50% + PercentDamageToPassengers = 50.0% EmptyHulkDestructionDelay = 1000 ; If nonzero, msec of emptiness before we kill ourselves with Penalty damage, EXTRA_4 death ; Part the second, normal fields of a SlowDeathBehavior @@ -20880,7 +20880,7 @@ Object Demo_GLAVehicleBattleBus Behavior = TransportContain ModuleTag_10 PassengersAllowedToFire = YES Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn diff --git a/GeneralsZH/Data/INI/Object/FactionBuilding.ini b/GeneralsZH/Data/INI/Object/FactionBuilding.ini index cc63d83..c0b80e2 100644 --- a/GeneralsZH/Data/INI/Object/FactionBuilding.ini +++ b/GeneralsZH/Data/INI/Object/FactionBuilding.ini @@ -2015,15 +2015,15 @@ Object GLACommandCenter Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 - Bounty = 5% + Bounty = 5.0% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 - Bounty = 10% + Bounty = 10.0% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 - Bounty = 20% + Bounty = 20.0% End Behavior = FlammableUpdate ModuleTag_19 @@ -14335,10 +14335,10 @@ Object ChinaSpeakerTower Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 2% ; get this % of max health every second + HealPercentEachSecond = 2.0% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 4% ; get this % of max health every second + UpgradedHealPercentEachSecond = 4.0% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_07 @@ -17921,8 +17921,8 @@ Object ChinaPowerPlant End Behavior = OverchargeBehavior ModuleTag_06 - HealthPercentToDrainPerSecond = 3% ; % of max health to drain per second - NotAllowedWhenHealthBelowPercent = 0% ; When currHealth is below this, it turns off automatically + HealthPercentToDrainPerSecond = 3.0% ; % of max health to drain per second + NotAllowedWhenHealthBelowPercent = 0.0% ; When currHealth is below this, it turns off automatically End Behavior = DestroyDie ModuleTag_07 @@ -33995,7 +33995,7 @@ Object ChinaInternetCenter Slots = 8 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -34534,7 +34534,7 @@ Object AmericaFireBase EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = YES - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% IsEnclosingContainer = NO diff --git a/GeneralsZH/Data/INI/Object/GC_Chem_GLABuildings.ini b/GeneralsZH/Data/INI/Object/GC_Chem_GLABuildings.ini index b61ea03..ebe034b 100644 --- a/GeneralsZH/Data/INI/Object/GC_Chem_GLABuildings.ini +++ b/GeneralsZH/Data/INI/Object/GC_Chem_GLABuildings.ini @@ -1821,15 +1821,15 @@ Object GC_Chem_GLACommandCenter Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 - Bounty = 5% + Bounty = 5.0% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 - Bounty = 10% + Bounty = 10.0% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 - Bounty = 20% + Bounty = 20.0% End Behavior = FlammableUpdate ModuleTag_19 diff --git a/GeneralsZH/Data/INI/Object/GC_Chem_GLAUnits.ini b/GeneralsZH/Data/INI/Object/GC_Chem_GLAUnits.ini index 4629c1a..44ab811 100644 --- a/GeneralsZH/Data/INI/Object/GC_Chem_GLAUnits.ini +++ b/GeneralsZH/Data/INI/Object/GC_Chem_GLAUnits.ini @@ -1250,7 +1250,7 @@ Object GC_Chem_GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 @@ -1513,7 +1513,7 @@ Object GC_Chem_GLAVehicleToxinTruck Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = INITIAL FX_ToxinTractorDie @@ -1923,7 +1923,7 @@ Object GC_Chem_GLAVehicleBombTruck Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -2213,7 +2213,7 @@ Object GC_Chem_GLAVehicleRadarVan Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion diff --git a/GeneralsZH/Data/INI/Object/GC_Slth_GLABuildings.ini b/GeneralsZH/Data/INI/Object/GC_Slth_GLABuildings.ini index f892170..d9987bc 100644 --- a/GeneralsZH/Data/INI/Object/GC_Slth_GLABuildings.ini +++ b/GeneralsZH/Data/INI/Object/GC_Slth_GLABuildings.ini @@ -646,15 +646,15 @@ Object GC_Slth_GLACommandCenter Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 - Bounty = 5% + Bounty = 5.0% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 - Bounty = 10% + Bounty = 10.0% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 - Bounty = 20% + Bounty = 20.0% End Behavior = FlammableUpdate ModuleTag_19 diff --git a/GeneralsZH/Data/INI/Object/GC_Slth_GLAUnits.ini b/GeneralsZH/Data/INI/Object/GC_Slth_GLAUnits.ini index 1bc6523..1c0860f 100644 --- a/GeneralsZH/Data/INI/Object/GC_Slth_GLAUnits.ini +++ b/GeneralsZH/Data/INI/Object/GC_Slth_GLAUnits.ini @@ -266,7 +266,7 @@ Object GC_Slth_GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 @@ -2674,7 +2674,7 @@ Object GC_Slth_GLAVehicleRadarVan Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -3184,7 +3184,7 @@ Object GC_Slth_GLAVehicleTechnicalChassisOne Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -3979,7 +3979,7 @@ Object GC_Slth_GLAVehicleBattleBus Behavior = BattleBusSlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely ; Part the first, uses when killed the first time from non-system (unresistible) damage FXStartUndeath = FX_BattleBusStartUndeath @@ -3987,7 +3987,7 @@ Object GC_Slth_GLAVehicleBattleBus FXHitGround = FX_BattleBusHitGround OCLHitGround = OCL_BattleBusHitGround ThrowForce = 100.0 - PercentDamageToPassengers = 50% + PercentDamageToPassengers = 50.0% EmptyHulkDestructionDelay = 1000 ; If nonzero, msec of emptiness before we kill ourselves with Penalty damage ; Part the second, normal fields of a SlowDeathBehavior @@ -4000,7 +4000,7 @@ Object GC_Slth_GLAVehicleBattleBus Behavior = TransportContain ModuleTag_10 PassengersAllowedToFire = YES Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -4845,7 +4845,7 @@ Object GC_Slth_GLAVehicleCombatBike InitialPayload = GC_Slth_GLAInfantryRebel 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -5641,7 +5641,7 @@ Object GC_Slth_GLAVehicleCombatBikeRocket InitialPayload = GC_Slth_GLAInfantryTunnelDefender 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -6437,7 +6437,7 @@ Object GC_Slth_GLAVehicleCombatBikeTerrorist InitialPayload = GC_Slth_GLAInfantryTerrorist 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 diff --git a/GeneralsZH/Data/INI/Object/GLAAir.ini b/GeneralsZH/Data/INI/Object/GLAAir.ini index 385affc..5e4a645 100644 --- a/GeneralsZH/Data/INI/Object/GLAAir.ini +++ b/GeneralsZH/Data/INI/Object/GLAAir.ini @@ -158,7 +158,7 @@ Object GLAJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial diff --git a/GeneralsZH/Data/INI/Object/GLACINEUnit.ini b/GeneralsZH/Data/INI/Object/GLACINEUnit.ini index 7a18694..3ccc79e 100644 --- a/GeneralsZH/Data/INI/Object/GLACINEUnit.ini +++ b/GeneralsZH/Data/INI/Object/GLACINEUnit.ini @@ -745,7 +745,7 @@ Object CINE_GLAVehicleRocketBuggy Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -1429,7 +1429,7 @@ Object CINE_GLAVehicleCombatBike Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -1496,7 +1496,7 @@ Object CINE_GLAVehicleCombatBike InitialPayload = GLAInfantryRebel 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -2603,7 +2603,7 @@ Object CINE_GLAVehicleTechnicalChassisOne Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -5241,7 +5241,7 @@ Object CINE_GLAVehicleBombTruck Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -5851,7 +5851,7 @@ Object CINE_GLAVehicleToxinTruck Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = INITIAL FX_ToxinTractorDie @@ -6140,7 +6140,7 @@ Object CINE_GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 @@ -8116,7 +8116,7 @@ Object CINE_CheeringWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 @@ -8915,7 +8915,7 @@ Object GLAVehicleBattleBusHighDef Behavior = BattleBusSlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely ; Part the first, uses when killed the first time from non-system (unresistible) damage FXStartUndeath = FX_BattleBusStartUndeath @@ -8923,7 +8923,7 @@ Object GLAVehicleBattleBusHighDef FXHitGround = FX_BattleBusHitGround OCLHitGround = OCL_BattleBusHitGround ThrowForce = 100.0 - PercentDamageToPassengers = 50% + PercentDamageToPassengers = 50.0% EmptyHulkDestructionDelay = 1000 ; If nonzero, msec of emptiness before we kill ourselves with Penalty damage ; Part the second, normal fields of a SlowDeathBehavior @@ -8935,7 +8935,7 @@ Object GLAVehicleBattleBusHighDef Behavior = TransportContain ModuleTag_10 PassengersAllowedToFire = YES Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn diff --git a/GeneralsZH/Data/INI/Object/GLAInfantry.ini b/GeneralsZH/Data/INI/Object/GLAInfantry.ini index 1d5a979..6137c4b 100644 --- a/GeneralsZH/Data/INI/Object/GLAInfantry.ini +++ b/GeneralsZH/Data/INI/Object/GLAInfantry.ini @@ -3754,7 +3754,7 @@ Object GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 diff --git a/GeneralsZH/Data/INI/Object/GLAVehicle.ini b/GeneralsZH/Data/INI/Object/GLAVehicle.ini index d506ff9..533025e 100644 --- a/GeneralsZH/Data/INI/Object/GLAVehicle.ini +++ b/GeneralsZH/Data/INI/Object/GLAVehicle.ini @@ -435,7 +435,7 @@ Object GLAVehicleRocketBuggy Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -1360,7 +1360,7 @@ Object GLAVehicleCombatBike InitialPayload = GLAInfantryRebel 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -2173,7 +2173,7 @@ Object GLAVehicleCombatBikeRocket InitialPayload = GLAInfantryTunnelDefender 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -2977,7 +2977,7 @@ Object GLAVehicleCombatBikeTerrorist InitialPayload = GLAInfantryTerrorist 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -3652,7 +3652,7 @@ Object GLAVehicleToxinTruck Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = INITIAL FX_ToxinTractorDie @@ -3877,7 +3877,7 @@ Object GLAVehicleBombTruck Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -4827,7 +4827,7 @@ Object GLAVehicleTechnicalChassisOne Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -5528,7 +5528,7 @@ Object GLAVehicleDozer InitialHealth = 1000.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something End @@ -5964,7 +5964,7 @@ Object GLAVehicleRadarVan Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -6289,7 +6289,7 @@ Object GLAVehicleBattleBus Behavior = BattleBusSlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely ; Part the first, uses when killed the first time from non-system (unresistible) damage FXStartUndeath = FX_BattleBusStartUndeath @@ -6297,7 +6297,7 @@ Object GLAVehicleBattleBus FXHitGround = FX_BattleBusHitGround OCLHitGround = OCL_BattleBusHitGround ThrowForce = 100.0 - PercentDamageToPassengers = 50% + PercentDamageToPassengers = 50.0% EmptyHulkDestructionDelay = 1000 ; If nonzero, msec of emptiness before we kill ourselves with Penalty damage ; Part the second, normal fields of a SlowDeathBehavior @@ -6310,7 +6310,7 @@ Object GLAVehicleBattleBus Behavior = TransportContain ModuleTag_10 PassengersAllowedToFire = YES Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn diff --git a/GeneralsZH/Data/INI/Object/InfantryGeneral.ini b/GeneralsZH/Data/INI/Object/InfantryGeneral.ini index b243712..0332e60 100644 --- a/GeneralsZH/Data/INI/Object/InfantryGeneral.ini +++ b/GeneralsZH/Data/INI/Object/InfantryGeneral.ini @@ -141,7 +141,7 @@ Object Infa_ChinaJetMIG OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial @@ -165,9 +165,9 @@ Object Infa_ChinaJetMIG End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -392,7 +392,7 @@ Object Infa_ChinaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -2885,7 +2885,7 @@ Object Infa_ChinaVehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -7402,10 +7402,10 @@ Object Infa_ChinaSpeakerTower Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 2% ; get this % of max health every second + HealPercentEachSecond = 2.0% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 4% ; get this % of max health every second + UpgradedHealPercentEachSecond = 4.0% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_07 @@ -8333,8 +8333,8 @@ Object Infa_ChinaPowerPlant End Behavior = OverchargeBehavior ModuleTag_06 - HealthPercentToDrainPerSecond = 3% ; % of max health to drain per second - NotAllowedWhenHealthBelowPercent = 0% ; When currHealth is below this, it turns off automatically + HealthPercentToDrainPerSecond = 3.0% ; % of max health to drain per second + NotAllowedWhenHealthBelowPercent = 0.0% ; When currHealth is below this, it turns off automatically End Behavior = DestroyDie ModuleTag_07 @@ -13714,7 +13714,7 @@ Object Infa_ChinaInternetCenter Slots = 8 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -15319,7 +15319,7 @@ Object Infa_ChinaVehicleTroopCrawler InitialPayload = Infa_ChinaInfantryMiniGunner 8 ScatterNearbyOnExit = YES HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 50% ; 10% + DamagePercentToUnits = 50.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -15368,10 +15368,10 @@ Object Infa_ChinaVehicleTroopCrawler Behavior = PropagandaTowerBehavior ModuleTag_22 Radius = 100.0 DelayBetweenUpdates = 4000 ; in milliseconds - HealPercentEachSecond = 2% ; get this % of max health every second + HealPercentEachSecond = 2.0% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 4% ; get this % of max health every second + UpgradedHealPercentEachSecond = 4.0% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -15611,7 +15611,7 @@ Object Infa_ChinaVehicleListeningOutpost InitialPayload = Infa_ChinaInfantryTankHunter 3 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -15657,10 +15657,10 @@ Object Infa_ChinaVehicleListeningOutpost Behavior = PropagandaTowerBehavior ModuleTag_13 Radius = 75.0 DelayBetweenUpdates = 4000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -15895,7 +15895,7 @@ Object Infa_ChinaVehicleHelix Behavior = HelixContain ModuleTag_29 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 @@ -16029,7 +16029,7 @@ Object Infa_ChinaHelixBattleBunker Behavior = HelixContain ModuleTag_29 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 diff --git a/GeneralsZH/Data/INI/Object/LaserGeneral.ini b/GeneralsZH/Data/INI/Object/LaserGeneral.ini index 7674a49..660efb3 100644 --- a/GeneralsZH/Data/INI/Object/LaserGeneral.ini +++ b/GeneralsZH/Data/INI/Object/LaserGeneral.ini @@ -197,7 +197,7 @@ Object Lazr_AmericaJetSpectreGunship Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight @@ -251,8 +251,8 @@ Object Lazr_AmericaJetSpectreGunship AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -260,8 +260,8 @@ Object Lazr_AmericaJetSpectreGunship TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -274,7 +274,7 @@ Object Lazr_AmericaJetSpectreGunship Behavior = HelixContain ModuleTag_09 Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES ShouldDrawPips = NO @@ -301,7 +301,7 @@ Object Lazr_AmericaJetSpectreGunship DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -642,7 +642,7 @@ Object Lazr_AmericaJetRaptor DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -657,7 +657,7 @@ Object Lazr_AmericaJetRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial @@ -689,9 +689,9 @@ Object Lazr_AmericaJetRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -891,7 +891,7 @@ Object Lazr_AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -923,7 +923,7 @@ Object Lazr_AmericaJetB52 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1097,7 +1097,7 @@ Object Lazr_AmericaJetAurora OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_AuroraDeathInitial @@ -1129,9 +1129,9 @@ Object Lazr_AmericaJetAurora End Behavior = JetAIUpdate ModuleTag_07 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode @@ -1160,7 +1160,7 @@ Object Lazr_AmericaJetAurora DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1342,7 +1342,7 @@ Object Lazr_AmericaJetStealthFighter OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_StealthFighterDeathInitial @@ -1369,9 +1369,9 @@ Object Lazr_AmericaJetStealthFighter End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -1407,7 +1407,7 @@ Object Lazr_AmericaJetStealthFighter DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1671,7 +1671,7 @@ Object Lazr_AmericaVehicleComanche DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 4000 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1786,7 +1786,7 @@ Object Lazr_AmericaJetA10Thunderbolt Behavior = JetSlowDeathBehavior ModuleTag_03 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -1836,7 +1836,7 @@ Object Lazr_AmericaJetA10Thunderbolt DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2036,7 +2036,7 @@ Object Lazr_AmericaVehicleChinook Behavior = TransportContain ModuleTag_08 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 @@ -2274,7 +2274,7 @@ Object Lazr_AmericaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -2304,7 +2304,7 @@ Object Lazr_AmericaJetCargoPlane DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -4519,7 +4519,7 @@ Object Lazr_AmericaVehicleHumvee Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -4993,7 +4993,7 @@ Object Lazr_AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 HealthRegen%PerSec = 25.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES AllowNeutralInside = NO @@ -5660,8 +5660,8 @@ Object Lazr_AmericaVehicleSpyDrone GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 ; dim blue, additive End @@ -6077,7 +6077,7 @@ Object Lazr_AmericaVehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -6293,7 +6293,7 @@ Object Lazr_AmericaTankPaladin Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -6849,7 +6849,7 @@ Object Lazr_AmericaTankAvenger Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -6886,7 +6886,7 @@ Object Lazr_AmericaTankAvenger Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PayloadTemplateName = AmericaTankAvengerLaserTurret @@ -16309,7 +16309,7 @@ Object Lazr_AmericaFireBase EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = YES - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% IsEnclosingContainer = NO diff --git a/GeneralsZH/Data/INI/Object/NatureProp.ini b/GeneralsZH/Data/INI/Object/NatureProp.ini index 78976f8..83ff383 100644 --- a/GeneralsZH/Data/INI/Object/NatureProp.ini +++ b/GeneralsZH/Data/INI/Object/NatureProp.ini @@ -2480,7 +2480,7 @@ Object Hedge1 ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce ToppleLeftOrRightOnly = YES - BounceVelocityPercent = 20% ; hedges don't really bounce (much) (default: 30%) + BounceVelocityPercent = 20.0% ; hedges don't really bounce (much) (default: 30%) End Behavior = SlowDeathBehavior ModuleTag_03 SinkRate = 2.0 ; in dist/sec diff --git a/GeneralsZH/Data/INI/Object/NukeGeneral.ini b/GeneralsZH/Data/INI/Object/NukeGeneral.ini index 783104a..d2c4d00 100644 --- a/GeneralsZH/Data/INI/Object/NukeGeneral.ini +++ b/GeneralsZH/Data/INI/Object/NukeGeneral.ini @@ -97,8 +97,8 @@ Object Nuke_BattleMasterTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -166,8 +166,8 @@ Object Nuke_OverlordTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -519,7 +519,7 @@ Object Nuke_ChinaVehicleHelix Behavior = HelixContain ModuleTag_29 Slots = 5 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 @@ -811,10 +811,10 @@ Object Nuke_ChinaHelixPropagandaTower Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_HelixPropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_HelixPropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -1060,7 +1060,7 @@ Object Nuke_ChinaJetMIG OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial @@ -1084,9 +1084,9 @@ Object Nuke_ChinaJetMIG End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -1311,7 +1311,7 @@ Object Nuke_ChinaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -3280,7 +3280,7 @@ Object Nuke_ChinaVehicleTroopCrawler InitialPayload = Nuke_ChinaInfantryRedguard 8 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -4348,7 +4348,7 @@ Object Nuke_ChinaVehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -4764,7 +4764,7 @@ Object Nuke_ChinaVehicleListeningOutpost InitialPayload = Nuke_ChinaInfantryTankHunter 2 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -9099,10 +9099,10 @@ Object Nuke_ChinaSpeakerTower Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 2% ; get this % of max health every second + HealPercentEachSecond = 2.0% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 4% ; get this % of max health every second + UpgradedHealPercentEachSecond = 4.0% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_07 @@ -10030,8 +10030,8 @@ Object Nuke_ChinaPowerPlant End Behavior = OverchargeBehavior ModuleTag_06 - HealthPercentToDrainPerSecond = 3% ; % of max health to drain per second - NotAllowedWhenHealthBelowPercent = 0% ; When currHealth is below this, it turns off automatically + HealthPercentToDrainPerSecond = 3.0% ; % of max health to drain per second + NotAllowedWhenHealthBelowPercent = 0.0% ; When currHealth is below this, it turns off automatically End Behavior = DestroyDie ModuleTag_07 @@ -16239,7 +16239,7 @@ Object Nuke_ChinaInternetCenter Slots = 8 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -16673,7 +16673,7 @@ Object Nuke_ChinaTankOverlord Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to the first passenger (redirects like the tunnel) Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PassengersInTurret = YES ; My passengers ride in my turret, that's where the FirePoint bones are @@ -16978,10 +16978,10 @@ Object Nuke_ChinaTankOverlordPropagandaTower Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -17075,7 +17075,7 @@ Object Nuke_ChinaTankOverlordBattleBunker AllowInsideKindOf = INFANTRY EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% End Behavior = DestroyDie ModuleTag_04 diff --git a/GeneralsZH/Data/INI/Object/SpecialPowerObjects.ini b/GeneralsZH/Data/INI/Object/SpecialPowerObjects.ini index 40f6cab..09e21e4 100644 --- a/GeneralsZH/Data/INI/Object/SpecialPowerObjects.ini +++ b/GeneralsZH/Data/INI/Object/SpecialPowerObjects.ini @@ -158,7 +158,7 @@ Object AmericaJetB3 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -190,7 +190,7 @@ Object AmericaJetB3 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 50% ; With active flares, the specified percentage will be diverted. + EvasionRate = 50.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -405,7 +405,7 @@ Object ChinaJetCarpetBomber Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial diff --git a/GeneralsZH/Data/INI/Object/StealthGeneral.ini b/GeneralsZH/Data/INI/Object/StealthGeneral.ini index a6550d0..05bb4f4 100644 --- a/GeneralsZH/Data/INI/Object/StealthGeneral.ini +++ b/GeneralsZH/Data/INI/Object/StealthGeneral.ini @@ -842,15 +842,15 @@ Object Slth_GLACommandCenter Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 - Bounty = 5% + Bounty = 5.0% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 - Bounty = 10% + Bounty = 10.0% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 - Bounty = 20% + Bounty = 20.0% End Behavior = FlammableUpdate ModuleTag_19 @@ -15295,7 +15295,7 @@ Object Slth_GLAInfantryWorker End Behavior = WorkerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something MaxBoxes = 1 @@ -16138,7 +16138,7 @@ Object Slth_GLAVehicleRocketBuggy Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_RocketBuggyAirDeathStart @@ -17058,7 +17058,7 @@ Object Slth_GLAVehicleCombatBike InitialPayload = Slth_GLAInfantryRebel 1 ScatterNearbyOnExit = NO HealthRegen%PerSec = 0.0 - DamagePercentToUnits = 100% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. + DamagePercentToUnits = 100.0% ; This module will delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. BurnedDeathToUnits = NO ; And no Burned death. AllowInsideKindOf = INFANTRY ExitDelay = 250 @@ -17731,7 +17731,7 @@ Object Slth_GLAVehicleToxinTruck Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = INITIAL FX_ToxinTractorDie @@ -17956,7 +17956,7 @@ Object Slth_GLAVehicleBombTruck Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -18904,7 +18904,7 @@ Object Slth_GLAVehicleTechnicalChassisOne Behavior = TransportContain ModuleTag_16 Slots = 5 AllowInsideKindOf = INFANTRY - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% GoAggressiveOnExit = YES ; AI will tell people to set their mood to Aggressive on exiting End @@ -19835,7 +19835,7 @@ Object Slth_GLAVehicleRadarVan Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion @@ -20161,7 +20161,7 @@ Object Slth_GLAVehicleBattleBus Behavior = BattleBusSlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 ProbabilityModifier = 5 - ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely + ModifierBonusPerOverkillPercent = 20.0% ; negative means less likely to pick this in the face of much damage, positive means more likely ; Part the first, uses when killed the first time from non-system (unresistible) damage FXStartUndeath = FX_BattleBusStartUndeath @@ -20169,7 +20169,7 @@ Object Slth_GLAVehicleBattleBus FXHitGround = FX_BattleBusHitGround OCLHitGround = OCL_BattleBusHitGround ThrowForce = 100.0 - PercentDamageToPassengers = 50% + PercentDamageToPassengers = 50.0% EmptyHulkDestructionDelay = 1000 ; If nonzero, msec of emptiness before we kill ourselves with Penalty damage ; Part the second, normal fields of a SlowDeathBehavior @@ -20182,7 +20182,7 @@ Object Slth_GLAVehicleBattleBus Behavior = TransportContain ModuleTag_10 PassengersAllowedToFire = YES Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn diff --git a/GeneralsZH/Data/INI/Object/SuperWeaponGeneral.ini b/GeneralsZH/Data/INI/Object/SuperWeaponGeneral.ini index 24f0c2e..d828f22 100644 --- a/GeneralsZH/Data/INI/Object/SuperWeaponGeneral.ini +++ b/GeneralsZH/Data/INI/Object/SuperWeaponGeneral.ini @@ -299,8 +299,8 @@ Object SupW_NeutronMissile DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -669,7 +669,7 @@ Object SupW_AmericaJetSpectreGunship Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_SpectreGunshipExplosionLight @@ -723,8 +723,8 @@ Object SupW_AmericaJetSpectreGunship AttackAreaDecal Texture = SCCSpecTarg Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 1500 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -732,8 +732,8 @@ Object SupW_AmericaJetSpectreGunship TargetingReticleDecal Texture = SCCSpecRet Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 300 Color = R:127 G:177 B:222 A:255 OnlyVisibleToOwningPlayer = YES @@ -746,7 +746,7 @@ Object SupW_AmericaJetSpectreGunship Behavior = HelixContain ModuleTag_09 Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES ShouldDrawPips = NO @@ -773,7 +773,7 @@ Object SupW_AmericaJetSpectreGunship DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1114,7 +1114,7 @@ Object SupW_AmericaJetRaptor DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1129,7 +1129,7 @@ Object SupW_AmericaJetRaptor OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial @@ -1161,9 +1161,9 @@ Object SupW_AmericaJetRaptor End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -1363,7 +1363,7 @@ Object SupW_AmericaJetB52 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -1395,7 +1395,7 @@ Object SupW_AmericaJetB52 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1569,7 +1569,7 @@ Object SupW_AmericaJetAurora OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_AuroraDeathInitial @@ -1601,9 +1601,9 @@ Object SupW_AmericaJetAurora End Behavior = JetAIUpdate ModuleTag_07 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode @@ -1632,7 +1632,7 @@ Object SupW_AmericaJetAurora DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -1814,7 +1814,7 @@ Object SupW_AmericaJetStealthFighter OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_StealthFighterDeathInitial @@ -1841,9 +1841,9 @@ Object SupW_AmericaJetStealthFighter End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -1879,7 +1879,7 @@ Object SupW_AmericaJetStealthFighter DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2143,7 +2143,7 @@ Object SupW_AmericaVehicleComanche DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 4000 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2258,7 +2258,7 @@ Object SupW_AmericaJetA10Thunderbolt Behavior = JetSlowDeathBehavior ModuleTag_03 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -2308,7 +2308,7 @@ Object SupW_AmericaJetA10Thunderbolt DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -2508,7 +2508,7 @@ Object SupW_AmericaVehicleChinook Behavior = TransportContain ModuleTag_08 Slots = 8 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 @@ -2746,7 +2746,7 @@ Object SupW_AmericaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_11 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -2776,7 +2776,7 @@ Object SupW_AmericaJetCargoPlane DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End @@ -4998,7 +4998,7 @@ Object SupW_AmericaVehicleHumvee Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit - DamagePercentToUnits = 100% ; 10% + DamagePercentToUnits = 100.0% ; 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -5470,7 +5470,7 @@ Object SupW_AmericaVehicleMedic Behavior = TransportContain ModuleTag_06 Slots = 3 HealthRegen%PerSec = 25.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY AllowAlliesInside = YES AllowNeutralInside = NO @@ -6137,8 +6137,8 @@ Object SupW_AmericaVehicleSpyDrone GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 ; dim blue, additive End @@ -6554,7 +6554,7 @@ Object SupW_AmericaVehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -6766,7 +6766,7 @@ Object SupW_AmericaTankPaladin Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -7323,7 +7323,7 @@ Object SupW_AmericaTankAvenger Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 - ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely + ; ModifierBonusPerOverkillPercent = 30.0% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect @@ -7360,7 +7360,7 @@ Object SupW_AmericaTankAvenger Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PayloadTemplateName = AmericaTankAvengerLaserTurret @@ -16257,7 +16257,7 @@ Object SupW_AmericaFireBase EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = YES - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% IsEnclosingContainer = NO @@ -19075,7 +19075,7 @@ Object SupW_AmericaJetB3 Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -19107,7 +19107,7 @@ Object SupW_AmericaJetB3 DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys are launched, then reloading must occur. If 0, then reloading only occurs at an Airfield. - EvasionRate = 30% ; With active flares, the specified percentage will be diverted. + EvasionRate = 30.0% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End diff --git a/GeneralsZH/Data/INI/Object/System.ini b/GeneralsZH/Data/INI/Object/System.ini index ca7d5ee..a832299 100644 --- a/GeneralsZH/Data/INI/Object/System.ini +++ b/GeneralsZH/Data/INI/Object/System.ini @@ -368,8 +368,8 @@ Object SpySatellitePing GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 ; dim blue, additive End @@ -2783,9 +2783,9 @@ Object AvalancheSound End Behavior = JetAIUpdate ModuleTag_09 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 1.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors diff --git a/GeneralsZH/Data/INI/Object/TankGeneral.ini b/GeneralsZH/Data/INI/Object/TankGeneral.ini index fcc90af..4fdaea1 100644 --- a/GeneralsZH/Data/INI/Object/TankGeneral.ini +++ b/GeneralsZH/Data/INI/Object/TankGeneral.ini @@ -247,7 +247,7 @@ Object Tank_ChinaVehicleHelix Behavior = HelixContain ModuleTag_29 Slots = 5 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 @@ -537,10 +537,10 @@ Object Tank_ChinaHelixPropagandaTower Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_HelixPropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_HelixPropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -788,7 +788,7 @@ Object Tank_ChinaJetMIG OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial @@ -812,9 +812,9 @@ Object Tank_ChinaJetMIG End Behavior = JetAIUpdate ModuleTag_06 - OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo - ; note that it's expressed as a percent of max health, not an absolute - TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off + OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo + ; note that it's expressed as a percent of max health, not an absolute + TakeoffDistForMaxLift = 0.0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -1039,7 +1039,7 @@ Object Tank_ChinaJetCargoPlane Behavior = JetSlowDeathBehavior ModuleTag_12 DestructionDelay = 2000 RollRate = 0.0 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial @@ -3011,7 +3011,7 @@ Object Tank_ChinaTankEmperor Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to the first passenger (redirects like the tunnel) Slots = 1 - DamagePercentToUnits = 100% + DamagePercentToUnits = 100.0% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = YES PassengersInTurret = YES ; My passengers ride in my turret, that's where the FirePoint bones are @@ -3075,10 +3075,10 @@ Object Tank_ChinaTankEmperor Behavior = PropagandaTowerBehavior ModulePropaganda_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaOverlordPropagandaTower - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates AffectsSelf = YES ; Needs this since the Tower is not a separate object for the Emperor End @@ -3370,10 +3370,10 @@ Object Tank_ChinaTankOverlordPropagandaTower Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 1% ; get this % of max health every second + HealPercentEachSecond = 1.0% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 2% ; get this % of max health every second + UpgradedHealPercentEachSecond = 2.0% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End @@ -3472,7 +3472,7 @@ Object Tank_ChinaTankOverlordBattleBunker AllowInsideKindOf = INFANTRY EnterSound = GarrisonEnter ExitSound = GarrisonExit - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% End Behavior = DestroyDie ModuleTag_04 @@ -3878,7 +3878,7 @@ Object Tank_ChinaVehicleTroopCrawler InitialPayload = Tank_ChinaInfantryRedguard 8 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -4475,7 +4475,7 @@ Object Tank_ChinaVehicleDozer SubdualDamageHealAmount = 50.0 End Behavior = DozerAIUpdate ModuleTag_03 - RepairHealthPercentPerSecond = 2% ; % of max health to repair each second + RepairHealthPercentPerSecond = 2.0% ; % of max health to repair each second BoredTime = 5000.0 ; in milliseconds BoredRange = 150.0 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... @@ -4895,7 +4895,7 @@ Object Tank_ChinaVehicleListeningOutpost InitialPayload = Tank_ChinaInfantryTankHunter 2 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 10% + DamagePercentToUnits = 10.0% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn @@ -7015,10 +7015,10 @@ Object Tank_ChinaSpeakerTower Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds - HealPercentEachSecond = 2% ; get this % of max health every second + HealPercentEachSecond = 2.0% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ; plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging - UpgradedHealPercentEachSecond = 4% ; get this % of max health every second + UpgradedHealPercentEachSecond = 4.0% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ; plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_07 @@ -7946,8 +7946,8 @@ Object Tank_ChinaPowerPlant End Behavior = OverchargeBehavior ModuleTag_06 - HealthPercentToDrainPerSecond = 3% ; % of max health to drain per second - NotAllowedWhenHealthBelowPercent = 0% ; When currHealth is below this, it turns off automatically + HealthPercentToDrainPerSecond = 3.0% ; % of max health to drain per second + NotAllowedWhenHealthBelowPercent = 0.0% ; When currHealth is below this, it turns off automatically End Behavior = DestroyDie ModuleTag_07 @@ -15254,7 +15254,7 @@ Object Tank_ChinaInternetCenter Slots = 8 ScatterNearbyOnExit = NO HealthRegen%PerSec = 10.0 - DamagePercentToUnits = 50% + DamagePercentToUnits = 50.0% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn diff --git a/GeneralsZH/Data/INI/Object/WeaponObjects.ini b/GeneralsZH/Data/INI/Object/WeaponObjects.ini index fdd2f72..018dd74 100644 --- a/GeneralsZH/Data/INI/Object/WeaponObjects.ini +++ b/GeneralsZH/Data/INI/Object/WeaponObjects.ini @@ -1856,8 +1856,8 @@ Object NeutronMissile DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -2319,7 +2319,7 @@ Object ChinaJetMIGNapalmStriker Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 - RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta + RollRateDelta = 100.0% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%; it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial @@ -4567,8 +4567,8 @@ Object RangerFlashBangGrenade ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 70% + FirstPercentIndent = 30.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 70.0% GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 10 ; ensure that a single grenade clears out all garrisoned buildings. @@ -4638,8 +4638,8 @@ Object ScorpionTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -4717,8 +4717,8 @@ Object MarauderTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -4765,8 +4765,8 @@ Object GenericTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -4813,8 +4813,8 @@ Object BattleMasterTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -4865,8 +4865,8 @@ Object OverlordTankShell ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -4924,8 +4924,8 @@ Object NukeCannonShell ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 70% + FirstPercentIndent = 30.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 70.0% FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -4976,8 +4976,8 @@ Object NeutronCannonShell ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 30% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 70% + FirstPercentIndent = 30.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 70.0% FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. DetonateCallsKill = YES End @@ -5035,8 +5035,8 @@ Object InfernoTankShell ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 20% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 20.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -5101,8 +5101,8 @@ Object InfernoTankShellUpgraded ; To tweak a Bezier path, please see GS FirstHeight = 50.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 150.0 - FirstPercentIndent = 20% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 20.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 0.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -5167,8 +5167,8 @@ Object GLAAngryMobRockProjectileObject ; To tweak a Bezier path, please see GS FirstHeight = 10.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 10.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -5216,8 +5216,8 @@ Object GLAAngryMobMolotovCocktailProjectileObject ; To tweak a Bezier path, please see GS FirstHeight = 30.0 ; TALL ARC LOOK GOOD SecondHeight = 30.0 ; TALL ARC LOOK GOOD - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End @@ -5556,8 +5556,8 @@ Object CruiseMissile DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:0 G:0 B:255 A:255 OnlyVisibleToOwningPlayer = YES @@ -6039,8 +6039,8 @@ Object USSBenderGunShell ; To tweak a Bezier path, please see GS FirstHeight = 110.0 ; Height of the Bezier control points above the highest intervening terrain SecondHeight = 110.0 - FirstPercentIndent = 50% ; Percentage of shot distance in which control points are placed - SecondPercentIndent = 90% + FirstPercentIndent = 50.0% ; Percentage of shot distance in which control points are placed + SecondPercentIndent = 90.0% FlightPathAdjustDistPerSecond = 100.0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End diff --git a/GeneralsZH/Data/INI/ObjectCreationList.ini b/GeneralsZH/Data/INI/ObjectCreationList.ini index 06b9e30..92035bf 100644 --- a/GeneralsZH/Data/INI/ObjectCreationList.ini +++ b/GeneralsZH/Data/INI/ObjectCreationList.ini @@ -4136,8 +4136,8 @@ ObjectCreationList SUPERWEAPON_DaisyCutter DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4161,8 +4161,8 @@ ObjectCreationList SUPERWEAPON_MOAB DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4185,8 +4185,8 @@ ObjectCreationList SUPERWEAPON_LeafletDrop DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:255 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4214,8 +4214,8 @@ ObjectCreationList SUPERWEAPON_ScudStorm DeliveryDecal Texture = SCCScudStorm_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -4250,8 +4250,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage1 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4287,8 +4287,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage2 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4324,8 +4324,8 @@ ObjectCreationList SUPERWEAPON_ArtilleryBarrage3 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4356,8 +4356,8 @@ ObjectCreationList SUPERWEAPON_NapalmStrike DeliveryDecal Texture = SCCNapalmStrike_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4395,8 +4395,8 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4434,8 +4434,8 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4474,8 +4474,8 @@ ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4763,8 +4763,8 @@ ObjectCreationList SUPERWEAPON_BlackMarketNuke DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4811,8 +4811,8 @@ ObjectCreationList SUPERWEAPON_AnthraxBomb DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -4833,8 +4833,8 @@ ObjectCreationList SUPERWEAPON_AnthraxBombGamma DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = YES @@ -4861,8 +4861,8 @@ ObjectCreationList SUPERWEAPON_Paradrop1 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -4890,8 +4890,8 @@ ObjectCreationList SUPERWEAPON_Paradrop2 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -4919,8 +4919,8 @@ ObjectCreationList SUPERWEAPON_Paradrop3 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -4943,8 +4943,8 @@ ObjectCreationList SUPERWEAPON_Paradrop3 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -4969,8 +4969,8 @@ ObjectCreationList SUPERWEAPON_ClusterMines DeliveryDecal Texture = SCCClusterMines_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -4994,8 +4994,8 @@ ObjectCreationList SUPERWEAPON_EMPPulse DeliveryDecal Texture = SCCEMPPulse_China Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:40 G:110 B:210 A:255 OnlyVisibleToOwningPlayer = YES @@ -5020,8 +5020,8 @@ ObjectCreationList SUPERWEAPON_CrateDrop DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -5046,8 +5046,8 @@ ObjectCreationList SUPERWEAPON_CarpetBomb DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -5072,8 +5072,8 @@ ObjectCreationList AirF_SUPERWEAPON_CarpetBomb DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -5097,8 +5097,8 @@ ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -5122,8 +5122,8 @@ ObjectCreationList SUPERWEAPON_ChinaCarpetBomb DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES @@ -7504,8 +7504,8 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop1 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -7533,8 +7533,8 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop2 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -7562,8 +7562,8 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop3 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -7586,8 +7586,8 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop3 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -7619,8 +7619,8 @@ ObjectCreationList Infa_SUPERWEAPON_Paradrop1 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -7648,8 +7648,8 @@ ObjectCreationList Infa_SUPERWEAPON_Paradrop2 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -7677,8 +7677,8 @@ ObjectCreationList Infa_SUPERWEAPON_Paradrop3 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -7701,8 +7701,8 @@ ObjectCreationList Infa_SUPERWEAPON_Paradrop3 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES @@ -8255,8 +8255,8 @@ ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = YES diff --git a/GeneralsZH/Data/INI/SoundEffects.ini b/GeneralsZH/Data/INI/SoundEffects.ini index 22ac355..9456ab0 100644 --- a/GeneralsZH/Data/INI/SoundEffects.ini +++ b/GeneralsZH/Data/INI/SoundEffects.ini @@ -11,7 +11,7 @@ AudioEvent GenericTankMoveLoop Sounds = vgenlo2a vgenlo2b vgenlo2c Attack = vgenlo1a Decay = vgenlo3a - Volume = 40% + Volume = 40.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -22,18 +22,18 @@ AudioEvent Explosion Priority = LOW Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% - LowPassCutoff = 50% + VolumeShift = -20.0% + Volume = 90.0% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End AudioEvent GenericTankGunFire Sounds = vcruweaa vcruweab vcruweac PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 2 - Volume = 90% + Volume = 90.0% Control = INTERRUPT RANDOM Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -41,7 +41,7 @@ End AudioEvent CarAlarm Sounds = gcaralaa vgendiea vgendieb vgendiec - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -51,8 +51,8 @@ AudioEvent F15MoveLoop ; Attack = vb52lo1a Decay = vb52lo3a Priority = LOW - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 100.0 MaxRange = 600.0 @@ -61,7 +61,7 @@ End AudioEvent ParachuteDrop Sounds = sparadra - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -69,8 +69,8 @@ End AudioEvent AirRaidSiren Sounds = gairraid - Volume = 70% - MinVolume = 50% + Volume = 70.0% + MinVolume = 50.0% Priority = CRITICAL MinRange = 500.0 MaxRange = 5000.0 @@ -80,7 +80,7 @@ End AudioEvent GenericMachineGunFire Sounds = iseaatta iseaattb Priority = LOW - Volume = 60% + Volume = 60.0% ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -10.0 10.0 @@ -93,7 +93,7 @@ AudioEvent HeroUSAKnifeAttack Control = RANDOM Limit = 2 Priority = LOW - Volume = 60% + Volume = 60.0% ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -10.0 10.0 @@ -104,7 +104,7 @@ AudioEvent BuildingDestroy Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -116,8 +116,8 @@ AudioEvent BuildingDamage Control = RANDOM INTERRUPT Limit = 2 PitchShift = -3.0 3.0 - VolumeShift = -20% - Volume = 65% + VolumeShift = -20.0% + Volume = 65.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -128,10 +128,10 @@ AudioEvent ExplosionDirt Priority = LOW Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -139,7 +139,7 @@ AudioEvent BuildingShatter Sounds = gexpglaa gexpglab Control = RANDOM Priority = NORMAL - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Type = WORLD SHROUDED EVERYONE End @@ -148,9 +148,9 @@ AudioEvent MolotovCocktailShatter Sounds = gexpmola gexpmolb gexpmolc gexpmold gexpmole gexpmolf Control = INTERRUPT RANDOM Priority = NORMAL - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -20.0 40.0 - Volume = 35% + Volume = 35.0% Limit = 3 Type = WORLD SHROUDED EVERYONE End @@ -159,13 +159,13 @@ End AudioEvent GUIClick Sounds = umenucla Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIClickDisabled Sounds = umenucle - Volume = 30% + Volume = 30.0% Priority = HIGH Type = UI PLAYER End @@ -173,63 +173,63 @@ End AudioEvent GUIComboBoxClick Sounds = umenuclb Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIMessageReceived Sounds = umenucld Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIBlip Sounds = umenuclc Priority = HIGH - Volume = 40% + Volume = 40.0% Type = UI EVERYONE End AudioEvent GUIShawoosh Sounds = ccoloriz - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUITypeText Sounds = utext1a Priority = HIGH - VolumeShift = -10% - Volume = 30% + VolumeShift = -10.0% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIBlop Sounds = umenucle Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIBlipityBlip Sounds = umenucld Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUIStatic Sounds = umenusta Priority = HIGH - Volume = 70% + Volume = 70.0% Type = UI EVERYONE End AudioEvent GUIBoarderFadeIn Sounds = uboarder Priority = HIGH - Volume = 55% + Volume = 55.0% Control = INTERRUPT Limit = 1 Type = UI EVERYONE @@ -238,7 +238,7 @@ End AudioEvent GUITransitionFade Sounds = ubutton2 Priority = HIGH - Volume = 45% + Volume = 45.0% Control = INTERRUPT Limit = 1 Type = UI EVERYONE @@ -248,21 +248,21 @@ AudioEvent GUIButtonsFadeIn Sounds = ubuttons Priority = HIGH Control = INTERRUPT - Volume = 45% + Volume = 45.0% Limit = 2 Type = UI EVERYONE End AudioEvent GUILogoShrink Sounds = ulogoshr Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End AudioEvent GUILogoMouseOver Sounds = ulogomou Priority = HIGH - Volume = 55% + Volume = 55.0% Control = INTERRUPT Limit = 2 Type = UI EVERYONE @@ -271,14 +271,14 @@ End AudioEvent GUILogoSelect Sounds = ulogosel Priority = HIGH - Volume = 40% + Volume = 40.0% Type = UI EVERYONE End AudioEvent GUISliderBeep Sounds = uslider Priority = HIGH - Volume = 30% + Volume = 30.0% Type = UI EVERYONE End @@ -286,7 +286,7 @@ AudioEvent GUIScoreScreenPictures Sounds = uscoscrb ; uscoscra Control = INTERRUPT Priority = LOW - Volume = 50% + Volume = 50.0% Limit = 8 Type = WORLD EVERYONE End @@ -294,7 +294,7 @@ End AudioEvent GUIScoreScreenTick Sounds = uscortic Priority = HIGH - Volume = 30% + Volume = 30.0% Control = INTERRUPT Limit = 1 Type = WORLD EVERYONE @@ -303,7 +303,7 @@ End AudioEvent GUICommunicatorOpen Sounds = ucomopen Priority = HIGH - Volume = 40% + Volume = 40.0% Type = UI EVERYONE End @@ -311,42 +311,42 @@ End AudioEvent GUICommunicatorIncoming Sounds = ucommess Priority = HIGH - Volume = 40% + Volume = 40.0% Type = UI EVERYONE End AudioEvent GUICommandBarClick Sounds = umenuclf ; ucombo Priority = HIGH - Volume = 45% + Volume = 45.0% Type = UI EVERYONE End AudioEvent GUIGenShortcutClick Sounds = ubutton3 ; ucombo Priority = HIGH - Volume = 55% + Volume = 55.0% Type = UI EVERYONE End AudioEvent RadarEvent Sounds = Priority = HIGH - Volume = 55% + Volume = 55.0% Type = UI PLAYER End AudioEvent PlaceBuilding Sounds = gconst1a - Volume = 45% + Volume = 45.0% Type = WORLD PLAYER Priority = LOW End AudioEvent CarMount Sounds = gcarmoua gcarmoub gcarmouc - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -356,9 +356,9 @@ AudioEvent CarCrush Sounds = gcarcrua Control = INTERRUPT Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -372,7 +372,7 @@ AudioEvent TurretMoveLoop PitchShift = -26.0 -16.0 MinRange = 100.0 MaxRange = 600.0 - Volume = 10% + Volume = 10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -385,15 +385,15 @@ AudioEvent TurretMoveLoopLoud PitchShift = -70.0 -50.0 MinRange = 100.0 MaxRange = 600.0 - Volume = 30% + Volume = 30.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent CrushTree Sounds = gtreimpa gtreimpb gtreimpc gtreimpd - Volume = 55% - VolumeShift = -20% + Volume = 55.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 ; MinRange = 100.00 ; MaxRange = 250.00 @@ -403,7 +403,7 @@ End AudioEvent FireHydrantBreak Sounds = ghydimpa - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -411,9 +411,9 @@ End AudioEvent GasStationDie Sounds = gexpgasa - Volume = 110% + Volume = 110.0% Limit = 1 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -422,8 +422,8 @@ End AudioEvent LampPostShear Sounds = glamimpa - Volume = 55% - VolumeShift = -20% + Volume = 55.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -431,8 +431,8 @@ End AudioEvent InfantryCrush Sounds = ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -442,9 +442,9 @@ AudioEvent VehicleDebris Sounds = gvehdeba gvehdebb gvehdebc gvehdebd gvehdebe Control = RANDOM Priority = LOWEST - Volume = 40% + Volume = 40.0% Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -452,9 +452,9 @@ End AudioEvent StreetSignImpact Sounds = gsigimpa Control = INTERRUPT - Volume = 70% + Volume = 70.0% Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -462,7 +462,7 @@ End AudioEvent EMPPulseWhoosh Sounds = sempexpl - Volume = 110% + Volume = 110.0% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -471,9 +471,9 @@ End AudioEvent TreeBounce Sounds = gtreboua - Volume = 60% + Volume = 60.0% Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 250.0 @@ -483,9 +483,9 @@ End AudioEvent LampPostBounce Sounds = glamboua - Volume = 65% + Volume = 65.0% Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -494,7 +494,7 @@ End AudioEvent NeutronMissileRelease Sounds = bneutlau Priority = HIGH - Volume = 90% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -505,7 +505,7 @@ AudioEvent NapalmMissileMoveLoop Sounds = iroclo2a iroclo2b iroclo2c Attack = iroclo1 Decay = iroclo3 - Volume = 40% + Volume = 40.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -519,9 +519,9 @@ AudioEvent FireStormMissileWeapon Control = INTERRUPT RANDOM Priority = LOW Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -529,9 +529,9 @@ End AudioEvent FireStorm Sounds = gfiresta Priority = HIGH - Volume = 105% + Volume = 105.0% Limit = 1 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -539,9 +539,9 @@ End AudioEvent BlackNapalmFireStorm Sounds = gfiresta Priority = HIGH - Volume = 105% + Volume = 105.0% Limit = 1 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -551,11 +551,11 @@ AudioEvent ExplosionBarrel Sounds = gexpbara gexpbarb gexpbarc gexpbard gexpbare gexpbarf Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -20.0 20.0 - Volume = 100% + Volume = 100.0% Priority = LOW - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -563,11 +563,11 @@ AudioEvent CINE_ExplosionBarrel01 Sounds = gbridama gbridamb gexpdirb Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -20.0 20.0 - Volume = 100% + Volume = 100.0% Priority = LOW - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -575,17 +575,17 @@ AudioEvent CINE_ExplosionBarrel02 Sounds = gbridama gexpcard gexpglab Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -20.0 20.0 - Volume = 100% + Volume = 100.0% Priority = LOW - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End AudioEvent PoliceCarDie Sounds = vcopdia - Volume = 60% + Volume = 60.0% Limit = 2 ; MinRange = 100.0 ; MaxRange = 400.0 @@ -596,8 +596,8 @@ AudioEvent GarrisonEnter Sounds = ggarenta ggarentb ggarentc Control = RANDOM PitchShift = -10.0 10.0 - Volume = 70% - VolumeShift = -20% + Volume = 70.0% + VolumeShift = -20.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -606,40 +606,40 @@ AudioEvent GarrisonExit Sounds = ggarexia ggarexib ggarexic Control = RANDOM PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 80% + VolumeShift = -20.0% + Volume = 80.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent EnterPOWTruck Sounds = ggarenta - Volume = 80% - VolumeShift = -20% + Volume = 80.0% + VolumeShift = -20.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent ExitPOWTruck Sounds = ggarexia - VolumeShift = -20% - Volume = 80% + VolumeShift = -20.0% + Volume = 80.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent EnterPrison Sounds = ggarenta - Volume = 80% - VolumeShift = -20% + Volume = 80.0% + VolumeShift = -20.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent ExitPrison Sounds = ggarexia - VolumeShift = -20% - Volume = 80% + VolumeShift = -20.0% + Volume = 80.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -647,7 +647,7 @@ End AudioEvent RallyPointSet Sounds = uralset1 Priority = HIGH - Volume = 60% + Volume = 60.0% Type = WORLD PLAYER End @@ -655,14 +655,14 @@ AudioEvent UnableToSetRallyPoint Sounds = uralsetn ; MinRange = 200.0 ; MaxRange = 500.0 - MinVolume = 70% + MinVolume = 70.0% Priority = HIGH Type = WORLD PLAYER End AudioEvent NoCanDoSound Sounds = uralsetn - MinVolume = 30% + MinVolume = 30.0% Priority = HIGH Type = UI PLAYER End @@ -670,7 +670,7 @@ End AudioEvent NoCanPurchase Sounds = uralsetn - MinVolume = 30% + MinVolume = 30.0% Priority = HIGH Type = UI PLAYER End @@ -684,9 +684,9 @@ AudioEvent RangerCombatDropKillSound Control = RANDOM Priority = LOW PitchShift = -1.0 1.0 - VolumeShift = -15% + VolumeShift = -15.0% Limit = 4 - Volume = 75% ; 55 test + Volume = 75.0% ; 55 test MinRange = 400.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -697,9 +697,9 @@ AudioEvent RangerWeapon Control = RANDOM Priority = NORMAL PitchShift = -2.0 2.0 - VolumeShift = -15% + VolumeShift = -15.0% Limit = 3 - Volume = 60% + Volume = 60.0% ; MinRange = 200.0 ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE @@ -709,8 +709,8 @@ AudioEvent CrusaderTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -721,8 +721,8 @@ AudioEvent CrusaderTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -730,10 +730,10 @@ End AudioEvent CrusaderTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM - Volume = 55% + Volume = 55.0% PitchShift = -2.0 2.0 Delay = 0 1000 - VolumeShift = -10% + VolumeShift = -10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -742,8 +742,8 @@ AudioEvent MilitiaTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -754,8 +754,8 @@ AudioEvent MilitiaTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 50% + VolumeShift = -10.0% + Volume = 50.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -763,10 +763,10 @@ End AudioEvent MilitiaTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = RANDOM - Volume = 55% + Volume = 55.0% PitchShift = -2.0 2.0 Delay = 0 1000 - VolumeShift = -10% + VolumeShift = -10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -777,8 +777,8 @@ AudioEvent BattleDroneMoveStart Priority = LOW Delay = 0 800 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 50% + VolumeShift = -10.0% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -788,9 +788,9 @@ AudioEvent BattleDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 55% + Volume = 55.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -800,9 +800,9 @@ AudioEvent HellfireDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 55% + Volume = 55.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -811,9 +811,9 @@ AudioEvent BattleDroneDie Sounds = vdrodiea vdrodieb vdrodiec Control = RANDOM Limit = 3 - Volume = 75% + Volume = 75.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -823,8 +823,8 @@ AudioEvent ScoutDroneMoveStart Priority = LOW Delay = 0 800 PitchShift = -2.0 2.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -834,9 +834,9 @@ AudioEvent ScoutDroneVoiceCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 65% + Volume = 65.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -845,9 +845,9 @@ AudioEvent ScoutDroneDie Sounds = vdr2diea vdr2dieb vdr2diec Control = RANDOM Limit = 3 - Volume = 75% + Volume = 75.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -857,9 +857,9 @@ AudioEvent SpyDroneCreate Control = RANDOM Limit = 3 Delay = 0 800 - Volume = 75% + Volume = 75.0% PitchShift = -10.0 10.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD PLAYER End @@ -870,8 +870,8 @@ AudioEvent TomahawkMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -15% - Volume = 60% + VolumeShift = -15.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -880,8 +880,8 @@ AudioEvent MedicMoveStart Priority = LOW Delay = 0 800 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 50% + VolumeShift = -10.0% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -890,8 +890,8 @@ AudioEvent DozerUSAMoveStart Delay = 0 800 Priority = LOW PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -901,8 +901,8 @@ AudioEvent NukeCannonMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -15% - Volume = 70% + VolumeShift = -15.0% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -913,8 +913,8 @@ AudioEvent OverlordTankMoveStart Priority = LOW Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -15% - Volume = 95% + VolumeShift = -15.0% + Volume = 95.0% MinRange = 225.0 Type = WORLD SHROUDED EVERYONE End @@ -925,8 +925,8 @@ AudioEvent InfernoCannonMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 75% + VolumeShift = -10.0% + Volume = 75.0% Type = WORLD SHROUDED EVERYONE End @@ -936,8 +936,8 @@ AudioEvent DragonTankWeaponLoop Attack = vdralo1a Decay = vdralo3a PitchShift = -10.0 0.0 - VolumeShift = -15% - Volume = 50% + VolumeShift = -15.0% + Volume = 50.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -952,8 +952,8 @@ AudioEvent DragonTankMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -962,8 +962,8 @@ AudioEvent TroopCrawlerMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -15% - Volume = 70% + VolumeShift = -15.0% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -973,8 +973,8 @@ AudioEvent ScudLauncherMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -982,7 +982,7 @@ AudioEvent BattleMasterTankMoveStart Sounds = vbatstaa vbatstab vbatstac vbatstad PitchShift = -10.0 0.0 Delay = 0 800 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -991,8 +991,8 @@ AudioEvent BattlemasterTankWeapon Sounds = vbatweaa vbatweab vbatweac Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 85% + VolumeShift = -20.0% + Volume = 85.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1004,8 +1004,8 @@ AudioEvent PaladinTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -1015,8 +1015,8 @@ AudioEvent PaladinTankWeapon Sounds = vpalweaa vpalweab vpalweac Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 115% + VolumeShift = -20.0% + Volume = 115.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1028,8 +1028,8 @@ AudioEvent RebelWeapon Limit = 3 Priority = NORMAL PitchShift = -2.0 2.0 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -1039,8 +1039,8 @@ AudioEvent RebelWeaponTranquilizer Limit = 2 Priority = NORMAL PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -1048,8 +1048,8 @@ AudioEvent InfernoCannonWeapon Sounds = vinfweaa vinfweab vinfweac Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 105% + VolumeShift = -10.0% + Volume = 105.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1061,8 +1061,8 @@ AudioEvent ScorpionTankMoveStart Delay = 0 400 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -1072,8 +1072,8 @@ AudioEvent MarauderTankMoveStart Delay = 0 400 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -1082,9 +1082,9 @@ AudioEvent MarauderTankWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -1094,9 +1094,9 @@ AudioEvent ScorpionMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End @@ -1107,9 +1107,9 @@ AudioEvent StingerMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 85% + Volume = 85.0% Type = WORLD SHROUDED EVERYONE End @@ -1118,9 +1118,9 @@ AudioEvent ComancheMissileWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -1129,9 +1129,9 @@ AudioEvent ComancheRocketPodWeaponSound Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -1140,9 +1140,9 @@ AudioEvent RocketBuggyWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 4 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 70% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -1153,8 +1153,8 @@ AudioEvent RocketBuggyMoveStart Delay = 0 400 Priority = LOW PitchShift = -2.0 2.0 - VolumeShift = -10% - Volume = 50% + VolumeShift = -10.0% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -1163,8 +1163,8 @@ AudioEvent ToxinTractorMoveStart Delay = 0 400 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -1172,9 +1172,9 @@ AudioEvent TechnicalWeapon Control = RANDOM INTERRUPT Sounds = vtecweaa vtecweab vtecweac vtecwead vtecweae Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1183,8 +1183,8 @@ AudioEvent TechnicalWeaponLoop1 Control = LOOP ALL RANDOM Sounds = vteclo1a vteclo1b vteclo1c vteclo1d Decay = vteclo1e - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1193,8 +1193,8 @@ AudioEvent TechnicalWeaponLoop2 Control = LOOP ALL RANDOM Sounds = vteclo2a vteclo2b vteclo2c Decay = vteclo2d - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1206,8 +1206,8 @@ AudioEvent TechnicalMoveStart Priority = LOW Delay = 0 1400 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Type = WORLD SHROUDED EVERYONE End @@ -1218,8 +1218,8 @@ AudioEvent BombTruckMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -1228,8 +1228,8 @@ AudioEvent QuadCannonWeapon Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 Limit = 2 - VolumeShift = -15% - Volume = 75% + VolumeShift = -15.0% + Volume = 75.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1239,17 +1239,17 @@ AudioEvent QuadCannonMoveStart Delay = 0 700 Priority = LOW PitchShift = -2.0 2.0 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End AudioEvent SupplyTruckMoveStart Sounds = vcarstaa vcarstab vcarstac - Volume = 50% + Volume = 50.0% PitchShift = -5.0 5.0 Delay = 0 500 - VolumeShift = -20% + VolumeShift = -20.0% Control = RANDOM Limit = 3 Priority = LOW @@ -1261,8 +1261,8 @@ AudioEvent DozerChinaMoveStart Delay = 0 800 Priority = LOW PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -1273,126 +1273,126 @@ End AudioEvent CommandCenterUSASelect Sounds = bcmasela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent CommandCenterChinaSelect Sounds = bcmcsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent CommandCenterGLASelect Sounds = bcmgsela Limit = 1 - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent WarFactoryUSASelect Sounds = bwaasela Limit = 1 - Volume = 45% + Volume = 45.0% Type = UI PLAYER End AudioEvent WarFactoryChinaSelect Sounds = bwacsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent WarFactoryGLASelect Sounds = bwagsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent BarracksUSASelect Sounds = bbaasela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent BarracksChinaSelect Sounds = bbacsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent BarracksGLASelect Sounds = bbagsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent SupplyCenterUSASelect Sounds = bsuasela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent SupplyCenterChinaSelect Sounds = bsucsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent SupplyCenterGLASelect Sounds = bsugsela Limit = 1 - Volume = 50% + Volume = 50.0% End AudioEvent ColdFusionReactorSelect Sounds = bcolsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent NuclearReactorSelect Sounds = bnursela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent UndergroundGeneratorSelect Sounds = bundsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent AirfieldUSASelect Sounds = baiasela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent AirfieldChinaSelect Sounds = baicsela Limit = 1 - Volume = 45% + Volume = 45.0% Type = UI PLAYER End AudioEvent StrategyCenterSelect Sounds = bstrsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End @@ -1402,10 +1402,10 @@ AudioEvent CINE_SatSound01Loop Attack = vcomlo1a Decay = vcomlo3a PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% MinRange = 100.0 MaxRange = 600.0 - Volume = 60% + Volume = 60.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1414,7 +1414,7 @@ End AudioEvent StrategyCenter_BombardmentPlanUnpackSound Sounds = Limit = 2 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1422,7 +1422,7 @@ End AudioEvent StrategyCenter_BombardmentPlanPackSound Sounds = Limit = 1 - Volume = 30% + Volume = 30.0% Priority = LOW Type = UI PLAYER End @@ -1430,7 +1430,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanUnpack Sounds = Limit = 1 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1438,7 +1438,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop Sounds = Limit = 2 - Volume = 40% + Volume = 40.0% Priority = LOW MinRange = 100.0 MaxRange = 500.0 @@ -1448,7 +1448,7 @@ End AudioEvent StrategyCenter_SearchAndDestroyPlanPack Sounds = Limit = 1 - Volume = 40% + Volume = 40.0% Priority = LOW Type = UI PLAYER End @@ -1456,7 +1456,7 @@ End AudioEvent StrategyCenter_HoldTheLinePlanUnpack Sounds = Limit = 2 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD GLOBAL EVERYONE End @@ -1464,7 +1464,7 @@ End AudioEvent StrategyCenter_HoldTheLinePlanPack Sounds = Limit = 1 - Volume = 40% + Volume = 40.0% Priority = LOW Type = UI PLAYER End @@ -1476,8 +1476,8 @@ AudioEvent StrategyCenter_TurretMoveLoop Decay = vnuklo3a MinRange = 100.0 MaxRange = 500.0 - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -1486,7 +1486,7 @@ AudioEvent StrategyCenter_ArtilleryRound Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1497,14 +1497,14 @@ AudioEvent PropagandaCenterSelect Control = RANDOM Sounds = bprosela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent SupplyDropZoneSelect Sounds = bsupsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End @@ -1512,63 +1512,63 @@ End AudioEvent PalaceSelect Sounds = bpalsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent BunkerSelect Sounds = bbunsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent DetentionCampSelect Sounds = bdetsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent ParticleCannonSelect Sounds = bparsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent PatriotBatterySelect Sounds = bpatsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent StingerSiteSelect Sounds = bstisela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent ScudStormSelect Sounds = bscusela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent PrisonSelect Sounds = bprisela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent NuclearMissileSelect Sounds = bnumsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End @@ -1576,14 +1576,14 @@ AudioEvent SpeakerTowerSelect Control = RANDOM Sounds = bspesela bspeselb bspeselc Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent TunnelNetworkSelect Sounds = btunsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End @@ -1591,14 +1591,14 @@ End AudioEvent GattlingCannonSelect Sounds = bgatsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent BlackMarketSelect Sounds = bblasela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End @@ -1606,8 +1606,8 @@ End ; AudioEvent AmbientForest ; Control = LOOP RANDOM ; Priority = LOWEST -; Volume = 35% -; VolumeShift = -10% +; Volume = 35.0% +; VolumeShift = -10.0% ; PitchShift = -10.0 10.0 ; MinRange = 100.0 ; MaxRange = 250.0 @@ -1625,10 +1625,10 @@ AudioEvent ComancheAmbientLoop Attack = vcomlo1a Decay = vcomlo3a PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% MinRange = 100.0 MaxRange = 600.0 - Volume = 60% + Volume = 60.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1638,7 +1638,7 @@ AudioEvent ComancheDamagedLoop Control = LOOP ALL RANDOM Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a - Volume = 85% + Volume = 85.0% MinRange = 150.0 Limit = 2 Priority = LOW @@ -1650,7 +1650,7 @@ AudioEvent ComancheDamagedLoopGlobal Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a Type = WORLD GLOBAL - MinVolume = 90% + MinVolume = 90.0% Limit = 2 Priority = LOW End @@ -1658,14 +1658,14 @@ End AudioEvent CrowdPanic Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g - Volume = 65% + Volume = 65.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End AudioEvent CrowdPanicLong Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g - Volume = 65% + Volume = 65.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1673,7 +1673,7 @@ End AudioEvent CarBomberDie Sounds = vcardiea vcardieb vcardiec Control = INTERRUPT RANDOM - Volume = 60% + Volume = 60.0% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1683,9 +1683,9 @@ End AudioEvent DemoTrapExplosion Sounds = gexpdema gexpdemb gexpdemc Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1695,9 +1695,9 @@ End AudioEvent RocketBuggyPowerslide Sounds = vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih Control = RANDOM - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 40% + Volume = 40.0% Limit = 2 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -1706,9 +1706,9 @@ End AudioEvent RocketBuggyLand Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 50% + Volume = 50.0% Limit = 2 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -1717,9 +1717,9 @@ End AudioEvent CarDie Sounds = vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1728,9 +1728,9 @@ End AudioEvent TerroristSuicides Sounds = gexpmina gexpminb Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -1739,12 +1739,12 @@ End AudioEvent ExplosionRocketBuggyMissile Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -15.0 15.0 - Volume = 85% + Volume = 85.0% Limit = 2 Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -1752,9 +1752,9 @@ End AudioEvent BuildingToppleDelayMetal Sounds = btopp01a Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1763,9 +1763,9 @@ End AudioEvent BuildingToppleDelayStone Sounds = btopp02a Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -1774,9 +1774,9 @@ End AudioEvent BuildingFallingMetal Sounds = bfall01a Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% ; MinRange = 200.0 ; MaxRange = 500.0 Limit = 2 @@ -1787,9 +1787,9 @@ End AudioEvent BuildingFallingStone Sounds = bfall02a Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% ; MinRange = 200.0 ; MaxRange = 500.0 Limit = 2 @@ -1801,7 +1801,7 @@ AudioEvent BuildingDestroyStone Sounds = bgendief Control = RANDOM INTERRUPT Priority = LOW - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Limit = 1 Type = WORLD SHROUDED EVERYONE @@ -1813,10 +1813,10 @@ AudioEvent ExplosionGeneric Control = INTERRUPT RANDOM Limit = 1 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% + VolumeShift = -20.0% + Volume = 90.0% Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -1825,8 +1825,8 @@ AudioEvent BuildingCollapse1 Control = INTERRUPT RANDOM Limit = 1 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1836,8 +1836,8 @@ AudioEvent BuildingCollapse2 Control = INTERRUPT RANDOM Limit = 1 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1846,8 +1846,8 @@ AudioEvent BuildingCollapse3 Sounds = bcoll03a Limit = 1 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1858,8 +1858,8 @@ AudioEvent CarDamagedMoveLoop Limit = 2 Delay = 4000 10000 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -1868,8 +1868,8 @@ AudioEvent ComancheCrash Sounds = vcomcraa Limit = 3 PitchShift = -5.0 5.0 - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1880,14 +1880,14 @@ AudioEvent ComancheCrashGlobal PitchShift = -5.0 5.0 Type = WORLD GLOBAL Priority = NORMAL - MinVolume = 80% + MinVolume = 80.0% End AudioEvent ComancheDie Sounds = vcomdi1a Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1896,7 +1896,7 @@ AudioEvent MIGDie Sounds = vcomdi1a Limit = 3 PitchShift = -10.0 0.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1905,7 +1905,7 @@ AudioEvent MIGAfterburner Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -1917,10 +1917,10 @@ AudioEvent VehicleImpactLight Priority = LOW Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% ; MinRange = 200.00 ; MaxRange = 800.00 - Volume = 50% + Volume = 50.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1930,8 +1930,8 @@ AudioEvent VehicleImpactHeavy Control = RANDOM INTERRUPT Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -20% - Volume = 70% + VolumeShift = -20.0% + Volume = 70.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -1942,8 +1942,8 @@ AudioEvent DaisyCutterWeapon Limit = 3 Priority = HIGH PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 60% ; do not modify -mp + VolumeShift = -10.0% + Volume = 60.0% ; do not modify -mp Type = WORLD SHROUDED EVERYONE End @@ -1951,18 +1951,18 @@ AudioEvent ComancheSpinExplosion Sounds = vcomdi2a Limit = 3 PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Priority = NORMAL - LowPassCutoff = 60% + LowPassCutoff = 60.0% Type = WORLD SHROUDED EVERYONE End AudioEvent BEAVIS_Boing Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -1980,7 +1980,7 @@ AudioEvent DaisyCutterIgnite Sounds = sdaiigna Priority = HIGH Limit = 1 - Volume = 110% + Volume = 110.0% Type = WORLD SHROUDED EVERYONE End @@ -1989,15 +1989,15 @@ AudioEvent ExplosionDaisyCutter Priority = HIGH Control = INTERRUPT Limit = 1 - Volume = 140% - LowPassCutoff = 50% + Volume = 140.0% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End AudioEvent TechnicalWeaponUpgrade Sounds = gsalvage Limit = 1 - Volume = 70% + Volume = 70.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2006,16 +2006,16 @@ AudioEvent DebrisBigMetal Sounds = gdebr01a gdebr01b Control = RANDOM Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent VehicleSkid Sounds = gskid01a - Volume = 90% + Volume = 90.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2023,9 +2023,9 @@ End AudioEvent QuadCannonCatchFire Sounds = vquadiea Limit = 1 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2034,9 +2034,9 @@ End AudioEvent TankDie Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 105% + Volume = 105.0% Limit = 4 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2047,8 +2047,8 @@ AudioEvent BuildingImpactHeavy Control = RANDOM INTERRUPT Limit = 2 PitchShift = -3.0 3.0 - VolumeShift = -20% - Volume = 65% + VolumeShift = -20.0% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2060,8 +2060,8 @@ AudioEvent BuildingImpactLight Limit = 3 PitchShift = -3.0 3.0 Delay = 0 500 - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Type = WORLD SHROUDED EVERYONE End @@ -2070,10 +2070,10 @@ AudioEvent TechnicalBodyfall Control = RANDOM Limit = 3 PitchShift = -3.0 3.0 - VolumeShift = -10% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 300.0 - Volume = 60% + Volume = 60.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2085,8 +2085,8 @@ AudioEvent ChinookAmbientLoop Attack = vchilo1a Decay = vchilo3a PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 45% + VolumeShift = -10.0% + Volume = 45.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -2101,7 +2101,7 @@ AudioEvent DamAmbientLoop Sounds = gdamlo1b gdamlo1c ; gdamlo1d Attack = gdamlo1a Limit = 1 - Volume = 65% + Volume = 65.0% MinRange = 100.0 MaxRange = 800.0 Priority = NORMAL @@ -2114,7 +2114,7 @@ AudioEvent DamDamageLoop1 Attack = gdamlo2a Limit = 1 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% MinRange = 200.0 MaxRange = 900.0 Priority = NORMAL @@ -2127,7 +2127,7 @@ AudioEvent DamDamageLoop2 Attack = gdamlo3a Limit = 1 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% MinRange = 250.0 MaxRange = 2000.0 Priority = NORMAL @@ -2140,7 +2140,7 @@ AudioEvent DamDamageLoop3 Attack = gdamlo5a Limit = 1 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% MinRange = 250.0 MaxRange = 2000.0 Priority = NORMAL @@ -2153,7 +2153,7 @@ AudioEvent DamBreakWaveLoop Attack = gdamlo4a Limit = 1 PitchShift = -5.0 5.0 - Volume = 130% + Volume = 130.0% MinRange = 600.0 MaxRange = 5000.0 Priority = NORMAL @@ -2163,18 +2163,18 @@ End AudioEvent DamBreakStage1 Sounds = gdambre1 Type = WORLD EVERYONE - Volume = 120% + Volume = 120.0% MinRange = 250.0 MaxRange = 2000.0 Priority = NORMAL - MinVolume = 100% + MinVolume = 100.0% End AudioEvent DamBreakStage2 Sounds = gdambre2 - Volume = 120% + Volume = 120.0% Priority = NORMAL - MinVolume = 100% + MinVolume = 100.0% MinRange = 250.0 MaxRange = 2000.0 Type = WORLD EVERYONE @@ -2182,9 +2182,9 @@ End AudioEvent DamBreakStage3 Sounds = gdambre3 - Volume = 120% + Volume = 120.0% Priority = NORMAL - MinVolume = 100% + MinVolume = 100.0% MinRange = 250.0 MaxRange = 2000.0 Type = WORLD EVERYONE @@ -2193,7 +2193,7 @@ End AudioEvent WaveRandomSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2201,7 +2201,7 @@ End AudioEvent ToxicGooSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 - Volume = 50% + Volume = 50.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2212,16 +2212,16 @@ AudioEvent RedGuardWeapon Sounds = iredweaa iredweab iredweac iredwead Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 95% ; 75 test + Volume = 95.0% ; 75 test Type = WORLD SHROUDED EVERYONE End AudioEvent DamAfterWake Sounds = gdamafte - Volume = 65% + Volume = 65.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2232,7 +2232,7 @@ AudioEvent ExplosionNeutron Priority = HIGH Control = INTERRUPT Limit = 1 - Volume = 110% + Volume = 110.0% Priority = CRITICAL MinRange = 500.0 MaxRange = 5000.0 @@ -2244,8 +2244,8 @@ AudioEvent OverlordTankWeapon Sounds = voveweaa voveweab voveweac vovewead Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 135% + VolumeShift = -10.0% + Volume = 135.0% Limit = 3 MinRange = 275.0 Priority = NORMAL @@ -2256,15 +2256,15 @@ AudioEvent BuildingNeutronMissileOpen Sounds = bneutrea Priority = HIGH Delay = 1300 1300 - Volume = 110% + Volume = 110.0% Type = WORLD SHROUDED EVERYONE End AudioEvent BuildingNeutronMissileLaunch Sounds = bneutlau Priority = HIGH - MinVolume = 80% - Volume = 110% + MinVolume = 80.0% + Volume = 110.0% Type = WORLD GLOBAL EVERYONE End @@ -2275,7 +2275,7 @@ AudioEvent BuildingNeutronMissileHiss PitchShift = -2.0 2.0 MinRange = 175.0 MaxRange = 800.0 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2285,7 +2285,7 @@ AudioEvent RedGuardCheer Control = RANDOM Limit = 2 PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Type = UI PLAYER End @@ -2294,13 +2294,13 @@ AudioEvent BattleCrySound Control = RANDOM Limit = 2 PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Type = UI PLAYER End AudioEvent MissionAccomplishedSound Sounds = ucheer - Volume = 75% + Volume = 75.0% Type = UI PLAYER End @@ -2311,7 +2311,7 @@ AudioEvent GenericFireLargeLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 3 - Volume = 65% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -2322,7 +2322,7 @@ AudioEvent GenericFireMediumLoop Control = RANDOM LOOP ALL Priority = LOW Limit = 3 - Volume = 65% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -2330,7 +2330,7 @@ AudioEvent RaptorJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2340,7 +2340,7 @@ AudioEvent StealthJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2350,7 +2350,7 @@ AudioEvent AuroraJetMissileWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2360,7 +2360,7 @@ AudioEvent A10ThunderboltMissileWeaponSound Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = NORMAL - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Type = WORLD SHROUDED EVERYONE @@ -2370,11 +2370,11 @@ AudioEvent ExplosionJetMissile Sounds = gexpifva gexpifvb gexpifvc Priority = NORMAL Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 75% + Volume = 75.0% Limit = 1 - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -2383,7 +2383,7 @@ AudioEvent StealthFighterAmbientLoop Attack = vstelo1a Decay = vstelo3a Control = LOOP ALL RANDOM - Volume = 60% + Volume = 60.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2399,7 +2399,7 @@ AudioEvent AuroraBomberAmbientLoop Control = LOOP ALL RANDOM MinRange = 75.0 MaxRange = 700.0 - Volume = 70% + Volume = 70.0% Limit = 3 PitchShift = -3.0 3.0 Priority = LOW @@ -2413,7 +2413,7 @@ AudioEvent SpectreGunshipAmbientLoop Control = LOOP ALL RANDOM MinRange = 75.0 MaxRange = 700.0 - Volume = 90% + Volume = 90.0% Limit = 3 PitchShift = -25.0 -15.0 Priority = HIGH @@ -2427,7 +2427,7 @@ AudioEvent SpectreGunshipAfterburnerLoop Control = ALL RANDOM MinRange = 300.0 MaxRange = 200.0 - Volume = 100% + Volume = 100.0% Limit = 2 Priority = HIGH Type = WORLD EVERYONE @@ -2440,7 +2440,7 @@ AudioEvent RaptorAmbientLoop Control = LOOP ALL RANDOM MinRange = 75.0 MaxRange = 700.0 - Volume = 60% + Volume = 60.0% Limit = 2 PitchShift = -3.0 3.0 Priority = LOW @@ -2452,7 +2452,7 @@ AudioEvent B52AmbientLoop ; Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 70% + Volume = 70.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2465,7 +2465,7 @@ AudioEvent CINE_B52AmbientLoop ; Attack = vb52lo1a Decay = vb52lo3a Control = LOOP ALL RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2478,7 +2478,7 @@ AudioEvent C130AmbientLoop Attack = v130lo1a Decay = v130lo3a Control = LOOP ALL RANDOM - Volume = 80% + Volume = 80.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2491,7 +2491,7 @@ AudioEvent MigAmbientLoop Attack = vmiglo1a Decay = vmiglo3a Control = LOOP ALL RANDOM - Volume = 55% + Volume = 55.0% Limit = 3 MinRange = 75.0 MaxRange = 700.0 @@ -2504,7 +2504,7 @@ AudioEvent MigJetNapalmWeapon Sounds = vmigweaa vmigweab Control = INTERRUPT RANDOM Priority = LOW - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 3 Priority = NORMAL @@ -2516,12 +2516,12 @@ AudioEvent BattleshipWeapon Priority = HIGH Control = INTERRUPT RANDOM PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 110% + VolumeShift = -20.0% + Volume = 110.0% MinRange = 700.0 MaxRange = 10000.0 Limit = 3 - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -2533,7 +2533,7 @@ AudioEvent ExplosionBattleshipTarget MinRange = 200.0 MaxRange = 900.0 PitchShift = -10.0 10.0 - Volume = 120% + Volume = 120.0% Type = WORLD SHROUDED EVERYONE End @@ -2542,7 +2542,7 @@ AudioEvent BattleshipAmbientLoop Attack = vbshlo1a Decay = vbshlo3a Control = LOOP ALL RANDOM - Volume = 60% + Volume = 60.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2550,10 +2550,10 @@ End AudioEvent ScorpionTankWeapon Sounds = vscoweaa vscoweab vscoweac vscowead - Volume = 95% + Volume = 95.0% Limit = 3 PitchShift = -10.0 10.0 - VolumeShift = -20% + VolumeShift = -20.0% Control = INTERRUPT RANDOM Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2561,9 +2561,9 @@ End AudioEvent HumveeWeapon Sounds = vhumweaa vhumweab vhumweac vhumwead - Volume = 75% + Volume = 75.0% PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 Control = INTERRUPT RANDOM Priority = NORMAL @@ -2575,9 +2575,9 @@ AudioEvent HumveeWeaponTOW Control = INTERRUPT RANDOM Priority = LOW Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -2587,7 +2587,7 @@ AudioEvent AmphibiousTransportMoveLoop Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a - Volume = 60% + Volume = 60.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2598,7 +2598,7 @@ AudioEvent FerryMoveLoop Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a - Volume = 100% + Volume = 100.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -2606,10 +2606,10 @@ End AudioEvent HumveeMoveStart Sounds = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae - Volume = 60% + Volume = 60.0% PitchShift = -5.0 5.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Control = RANDOM Limit = 3 Priority = LOW @@ -2622,18 +2622,18 @@ AudioEvent TomahawkWeapon Delay = 0 300 Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent POWTruckUSAMoveStart Sounds = vpoastaa vpoastab vpoastac vpoastad - Volume = 55% + Volume = 55.0% PitchShift = -2.0 2.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2643,7 +2643,7 @@ End AudioEvent LockonTick Sounds = glockon Limit = 2 - MinVolume = 45% + MinVolume = 45.0% Type = WORLD PLAYER End @@ -2651,8 +2651,8 @@ AudioEvent DefectorTimerTick Sounds = ucapture Control = INTERRUPT Limit = 2 - Volume = 50% - VolumeShift = -10% + Volume = 50.0% + VolumeShift = -10.0% MinRange = 200.0 MaxRange = 1200.0 Priority = HIGH @@ -2663,7 +2663,7 @@ AudioEvent CaptureTick Sounds = ucapture Control = INTERRUPT Limit = 2 - Volume = 70% + Volume = 70.0% MinRange = 200.0 MaxRange = 1200.0 Type = WORLD SHROUDED EVERYONE @@ -2672,35 +2672,35 @@ End ; Radar event occurred showing a unit of ours is under attack AudioEvent RadarNotifyUnitUnderAttack Sounds = uwarning - Volume = 25% + Volume = 25.0% Type = UI PLAYER End ; Radar event occurred showing a harvester of ours is under attack AudioEvent RadarNotifyHarvesterUnderAttack Sounds = uwarning - Volume = 35% + Volume = 35.0% Type = UI PLAYER End ; Radar event occurred showing a structure of ours is under attack AudioEvent RadarNotifyStructureUnderAttack Sounds = uwarning - Volume = 35% + Volume = 35.0% Type = UI PLAYER End ; Radar event occurred showing one of our objects (not unit/structure) is under attack AudioEvent RadarNotifyUnderAttack Sounds = uwarning - Volume = 35% + Volume = 35.0% Type = UI PLAYER End ; Radar event occurred showing one of our objects (not unit/structure) is under attack AudioEvent RadarNotifyInfiltration Sounds = ; aangr01b - MinVolume = 55% + MinVolume = 55.0% Type = UI PLAYER End @@ -2708,9 +2708,9 @@ AudioEvent HeroGLAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2718,9 +2718,9 @@ AudioEvent HeroUSAWeapon Sounds = ihegweaa Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2734,7 +2734,7 @@ AudioEvent AmbientInfantryCharge1 PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 700.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2746,7 +2746,7 @@ AudioEvent AmbientCrowdAngryArabs1 PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 500.0 - Volume = 25% + Volume = 25.0% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -2755,7 +2755,7 @@ AudioEvent ScriptJetFlyBy1 Sounds = cjetf01a Control = INTERRUPT RANDOM Priority = HIGH - Volume = 80% + Volume = 80.0% Type = UI PLAYER End @@ -2764,7 +2764,7 @@ AudioEvent ScriptShellScream1 Control = INTERRUPT Priority = HIGH PitchShift = -10.0 10.0 - Volume = 60% + Volume = 60.0% Type = UI PLAYER End @@ -2773,7 +2773,7 @@ AudioEvent ScriptShellScream2 Control = INTERRUPT Priority = HIGH PitchShift = -10.0 10.0 - Volume = 60% + Volume = 60.0% Type = UI PLAYER End @@ -2783,9 +2783,9 @@ AudioEvent TunnelRocketWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2794,9 +2794,9 @@ AudioEvent RPGTrooperWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -2805,9 +2805,9 @@ AudioEvent MissileDefenderWeapon Control = RANDOM Priority = NORMAL Limit = 5 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -2816,9 +2816,9 @@ AudioEvent TankHunterWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -2826,8 +2826,8 @@ End AudioEvent GattlingCannonWeapon Control = RANDOM INTERRUPT Sounds = bgatweaa bgatweab bgatweac bgatwead - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% MinRange = 175.0 Limit = 3 Priority = NORMAL @@ -2837,8 +2837,8 @@ End AudioEvent GattlingTankWeapon Control = RANDOM INTERRUPT Sounds = bgatweaa bgatweab bgatweac bgatwead - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% MinRange = 175.0 Limit = 3 Priority = NORMAL @@ -2849,8 +2849,8 @@ AudioEvent AngryMobWeaponPistol Control = RANDOM INTERRUPT Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2860,8 +2860,8 @@ AudioEvent AngryMobWeaponMolotov Control = RANDOM INTERRUPT Sounds = iangwe2a iangwe2b PitchShift = -20.0 10.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2877,7 +2877,7 @@ AudioEvent AngryMobAmbientLoop MaxRange = 700.0 Limit = 2 PitchShift = -5.0 5.0 - Volume = 60% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -2886,7 +2886,7 @@ AudioEvent GattlingWeaponLoopLevel1 Sounds = bgatlo2a bgatlo2b Attack = bgatlo1a Decay = bgatlo3a - Volume = 60% + Volume = 60.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2897,7 +2897,7 @@ AudioEvent GattlingWeaponLoopLevel2 Sounds = bgatlo5a bgatlo5b Attack = bgatlo4a Decay = bgatlo6a - Volume = 60% + Volume = 60.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2909,7 +2909,7 @@ AudioEvent GattlingWeaponLoopLevel3 Sounds = bgatlo8a bgatlo8b Attack = bgatlo7a Decay = bgatlo9a - Volume = 60% + Volume = 60.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2919,9 +2919,9 @@ End AudioEvent ToxinTractorContaminate Control = RANDOM INTERRUPT Sounds = vtoxcona vtoxconb vtoxconc - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2934,8 +2934,8 @@ AudioEvent ToxinTractorWeaponLoop Attack = vtoxlo1a Decay = vtoxlo3a PitchShift = -10.0 0.0 - VolumeShift = -15% - Volume = 70% + VolumeShift = -15.0% + Volume = 70.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -2947,10 +2947,10 @@ AudioEvent ConvoyTruckMoveStart Sounds = vconstaa vconstab Control = RANDOM INTERRUPT Limit = 2 - Volume = 55% + Volume = 55.0% PitchShift = -2.0 2.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -2960,8 +2960,8 @@ AudioEvent ConvoyTruckMoveLoop Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a - VolumeShift = -10% - Volume = 75% + VolumeShift = -10.0% + Volume = 75.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -2969,8 +2969,8 @@ End AudioEvent ConvoyTruckSelect Sounds = vconsela vconselb Control = RANDOM - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% Type = WORLD SHROUDED EVERYONE End @@ -2980,18 +2980,18 @@ AudioEvent ExplosionCarpetBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -25% - Volume = 90% + VolumeShift = -25.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent RadarVanMoveStart Sounds = vradstaa vradstab vradstac - Volume = 55% + Volume = 55.0% PitchShift = -5.0 5.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Control = RANDOM Limit = 3 Priority = LOW @@ -3000,10 +3000,10 @@ End AudioEvent CarMoveStart Sounds = vcarstaa vcarstab vcarstac - Volume = 55% + Volume = 55.0% PitchShift = -5.0 5.0 Delay = 0 500 - VolumeShift = -10% + VolumeShift = -10.0% Control = RANDOM Limit = 3 Priority = LOW @@ -3015,8 +3015,8 @@ End ; Sounds = ihijweaa ; Control = INTERRUPT RANDOM ; Limit = 2 -; VolumeShift = -10% -; Volume = 80% +; VolumeShift = -10.0% +; Volume = 80.0% ; Type = WORLD SHROUDED EVERYONE ; End @@ -3026,9 +3026,9 @@ AudioEvent ScudLauncherWeapon Delay = 0 300 Priority = NORMAL Limit = 2 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -4.0 4.0 - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End @@ -3036,7 +3036,7 @@ End AudioEvent HeroUSAChargePlace Sounds = iheuchar Priority = HIGH - Volume = 100% + Volume = 100.0% MinRange = 250.0 MaxRange = 2000.0 Type = WORLD SHROUDED EVERYONE @@ -3044,7 +3044,7 @@ End AudioEvent HeroUSAChargeBeep Sounds = iheubeep - Volume = 100% + Volume = 100.0% MinRange = 250.0 MaxRange = 2000.0 Type = WORLD SHROUDED EVERYONE @@ -3052,7 +3052,7 @@ End AudioEvent HeroUSATimeBombClick Sounds = iheutima iheutimb - Volume = 100% + Volume = 100.0% MinRange = 250.0 MaxRange = 2000.0 Type = WORLD SHROUDED EVERYONE @@ -3060,14 +3060,14 @@ End AudioEvent StealthOn Sounds = gstealon - Volume = 70% + Volume = 70.0% Limit = 1 Type = WORLD SHROUDED EVERYONE End AudioEvent StealthOff Sounds = gstealof - Volume = 70% + Volume = 70.0% Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -3078,8 +3078,8 @@ AudioEvent HackerWeaponLoop Attack = ihaco1a Decay = ihaclo3a PitchShift = -10.0 10.0 - VolumeShift = -15% - Volume = 60% + VolumeShift = -15.0% + Volume = 60.0% MinRange = 100.0 MaxRange = 500.0 Limit = 2 @@ -3095,9 +3095,9 @@ AudioEvent BattleDroneWeapon Control = RANDOM INTERRUPT Priority = NORMAL ; PitchShift = -5.0 5.0 - VolumeShift = -15% + VolumeShift = -15.0% Limit = 3 - Volume = 70% + Volume = 70.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD SHROUDED EVERYONE @@ -3108,8 +3108,8 @@ AudioEvent ExplosionScudExplosive Control = INTERRUPT Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 100% + VolumeShift = -10.0% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3118,8 +3118,8 @@ AudioEvent TerroristCarBomb Sounds = itercara Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3128,8 +3128,8 @@ AudioEvent TerrorCellActivated Sounds = sambusha Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% - Volume = 110% + VolumeShift = -10.0% + Volume = 110.0% MinRange = 300.0 MaxRange = 2000.0 Priority = NORMAL @@ -3140,9 +3140,9 @@ AudioEvent RebelAmbushActivated Sounds = sambusha Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% - Volume = 130% - MinVolume = 80% + VolumeShift = -10.0% + Volume = 130.0% + MinVolume = 80.0% PitchShift = 0.0 20.0 MinRange = 500.0 MaxRange = 10000.0 @@ -3154,8 +3154,8 @@ AudioEvent MilitarySubtitlesTyping Sounds = utext1a Control = RANDOM Priority = HIGH - VolumeShift = -10% - Volume = 15% + VolumeShift = -10.0% + Volume = 15.0% Type = UI PLAYER End @@ -3164,7 +3164,7 @@ AudioEvent RaptorDie Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - Volume = 95% + Volume = 95.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3173,9 +3173,9 @@ AudioEvent RaptorCrash Sounds = vrapcraa Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 80% + Volume = 80.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3183,9 +3183,9 @@ End AudioEvent CargoJetFlambe Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3197,8 +3197,8 @@ AudioEvent GattlingTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3208,36 +3208,36 @@ AudioEvent RaptorAfterburner Sounds = vjetafta Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - Volume = 100% + Volume = 100.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent RadarLockOnTone Sounds = cloctone - Volume = 20% + Volume = 20.0% Type = UI PLAYER End AudioEvent BinkHandle - Volume = 40% + Volume = 40.0% Type = UI PLAYER End AudioEvent ExecuteDemoralize Sounds = uconst1a Priority = HIGH - Volume = 15% + Volume = 15.0% Type = UI PLAYER End AudioEvent RangerFlashBangWeapon Sounds = iranflaa iranflab PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3245,8 +3245,8 @@ End AudioEvent ExplosionFlashBang Sounds = gexpflaa gexpflab gexpflac PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3256,7 +3256,7 @@ AudioEvent A10ThunderboltAmbientLoop Attack = va10lo1a Decay = va10lo3a Control = LOOP ALL RANDOM - Volume = 70% + Volume = 70.0% MinRange = 50.0 MaxRange = 700.0 Limit = 3 @@ -3268,7 +3268,7 @@ End AudioEvent A10ThunderboltDive Sounds = va10diva va10divb Control = RANDOM - Volume = 100% + Volume = 100.0% Limit = 1 PitchShift = -5.0 5.0 MinRange = 250.0 @@ -3281,16 +3281,16 @@ AudioEvent ExplosionA10ThunderboltMissile Sounds = gexpifva gexpifvb gexpifvc Priority = NORMAL Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 85% + Volume = 85.0% Limit = 1 Type = WORLD SHROUDED EVERYONE End AudioEvent PreDirtyNukeDetonation Sounds = gairraid - Volume = 70% + Volume = 70.0% Type = WORLD GLOBAL EVERYONE End @@ -3300,7 +3300,7 @@ AudioEvent ScudStormLaunch Priority = HIGH Limit = 4 PitchShift = -5.0 5.0 - Volume = 105% + Volume = 105.0% Type = WORLD SHROUDED EVERYONE End @@ -3308,7 +3308,7 @@ End AudioEvent ScudStormInitiated Sounds = sscuread Priority = HIGH - Volume = 90% + Volume = 90.0% Type = WORLD GLOBAL EVERYONE End @@ -3331,7 +3331,7 @@ AudioEvent BombTruckDisguiseRevealedSuccess Control = RANDOM Limit = 2 PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Priority = NORMAL Type = UI End @@ -3347,8 +3347,8 @@ AudioEvent PaladinPointDefenseLaserPulse Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d Control = RANDOM INTERRUPT PitchShift = -10.0 10.0 - VolumeShift = -10% - Volume = 75% + VolumeShift = -10.0% + Volume = 75.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3357,7 +3357,7 @@ End AudioEvent BeaconPlaced Sounds = uralset1 Priority = HIGH - Volume = 70% + Volume = 70.0% Type = WORLD PLAYER End @@ -3365,7 +3365,7 @@ AudioEvent BeaconPlacementFailed Sounds = uralsetn ; MinRange = 100.0 ; MaxRange = 500.0 - MinVolume = 80% + MinVolume = 80.0% Priority = HIGH Type = WORLD PLAYER End @@ -3374,9 +3374,9 @@ End AudioEvent GenericMissileDisintegration Sounds = gexpifva gexpifvb gexpifvc Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -5.0 5.0 - Volume = 85% + Volume = 85.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3387,9 +3387,9 @@ AudioEvent PatriotBatteryWeapon Control = INTERRUPT RANDOM Priority = NORMAL Limit = 3 - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End @@ -3397,9 +3397,9 @@ AudioEvent PathfinderWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 100% + Volume = 100.0% MinRange = 250.0 Priority = HIGH @@ -3410,9 +3410,9 @@ AudioEvent JarmenKellWeapon Sounds = ijarwe1a Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3421,9 +3421,9 @@ AudioEvent JarmenKellWeaponSnipe Sounds = ijarwe2a Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 3 - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -3431,7 +3431,7 @@ End AudioEvent BridgeDamaged Sounds = gbridama gbridamb Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3443,15 +3443,15 @@ AudioEvent BombTruckDefaultBombDetonation Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% + VolumeShift = -20.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End AudioEvent BridgeRepaired Sounds = gbrirepa - Volume = 90% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3464,8 +3464,8 @@ AudioEvent BombTruckBioBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% + VolumeShift = -20.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3478,8 +3478,8 @@ AudioEvent BombTruckHighExplosiveBomb Control = INTERRUPT RANDOM Limit = 2 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 90% + VolumeShift = -20.0% + Volume = 90.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -3492,7 +3492,7 @@ AudioEvent ParticleUplinkCannon_PowerupSoundLoop MinRange = 100.0 MaxRange = 500.0 Limit = 2 - Volume = 110% + Volume = 110.0% Priority = CRITICAL Type = WORLD SHROUDED EVERYONE End @@ -3503,7 +3503,7 @@ AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop Control = LOOP ALL RANDOM MinRange = 100.0 MaxRange = 500.0 - Volume = 110% + Volume = 110.0% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3516,7 +3516,7 @@ AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop Control = LOOP ALL RANDOM MinRange = 100.0 MaxRange = 500.0 - Volume = 120% + Volume = 120.0% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3529,7 +3529,7 @@ AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop Decay = sparlo4e MinRange = 500.0 MaxRange = 2000.0 - Volume = 110% + Volume = 110.0% Limit = 2 Priority = CRITICAL Type = WORLD SHROUDED EVERYONE @@ -3537,8 +3537,8 @@ End AudioEvent FireArtilleryCannonSound Sounds = sartweaa - Volume = 110% - MinVolume = 70% + Volume = 110.0% + MinVolume = 70.0% Priority = HIGH Type = WORLD GLOBAL EVERYONE End @@ -3550,7 +3550,7 @@ AudioEvent TrainRunningLoop Decay = gtralo3a MinRange = 250.0 MaxRange = 1500.0 - Volume = 90% + Volume = 90.0% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3561,8 +3561,8 @@ AudioEvent TrainClicketyClack Sounds = gtraclaa gtraclab gtraclac gtraclad Control = RANDOM PitchShift = 0.0 30.0 - VolumeShift = -20% - Volume = 70% + VolumeShift = -20.0% + Volume = 70.0% Limit = 5 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3571,8 +3571,8 @@ End AudioEvent ArtilleryBarrageIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk Control = RANDOM - Volume = 70% - VolumeShift = -20% + Volume = 70.0% + VolumeShift = -20.0% Limit = 4 MinRange = 300.0 MaxRange = 2000.0 @@ -3585,7 +3585,7 @@ AudioEvent NukeCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk ; Delay = 0 800 Control = RANDOM - Volume = 60% + Volume = 60.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3595,7 +3595,7 @@ AudioEvent InfernoCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk ; Delay = 0 800 Control = RANDOM - Volume = 60% + Volume = 60.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3605,7 +3605,7 @@ AudioEvent BattleShipIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk Delay = 400 1000 Control = RANDOM - Volume = 80% + Volume = 80.0% MinRange = 200.0 MaxRange = 2000.0 PitchShift = -10.0 10.0 @@ -3616,7 +3616,7 @@ End AudioEvent TrainWhistle Sounds = gtrawhia - Volume = 60% + Volume = 60.0% Limit = 1 Type = WORLD SHROUDED EVERYONE End @@ -3625,12 +3625,12 @@ End AudioEvent MineExplosion Sounds = gexpmina gexpminb Control = INTERRUPT RANDOM - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -15.0 15.0 - Volume = 80% + Volume = 80.0% Limit = 3 Priority = HIGH - ; LowPassCutoff = 50% + ; LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -3638,8 +3638,8 @@ AudioEvent MineClearedByWorker Sounds = gminecla gmineclb Control = INTERRUPT RANDOM PitchShift = -20.0 20.0 - VolumeShift = -15% - Volume = 80% + VolumeShift = -15.0% + Volume = 80.0% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3649,8 +3649,8 @@ AudioEvent MineClearedByDozer Sounds = gminecla gmineclb Control = INTERRUPT RANDOM PitchShift = -20.0 20.0 - VolumeShift = -15% - Volume = 80% + VolumeShift = -15.0% + Volume = 80.0% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3659,7 +3659,7 @@ End AudioEvent MineFieldPlaced Sounds = gminepla Control = INTERRUPT RANDOM - Volume = 100% + Volume = 100.0% Limit = 1 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3668,7 +3668,7 @@ End AudioEvent ExplosionClusterMine Sounds = scluster Control = INTERRUPT RANDOM - Volume = 100% + Volume = 100.0% Limit = 1 MinRange = 200.0 MaxRange = 1000.0 @@ -3680,7 +3680,7 @@ End AudioEvent ColonelBurtonPlantCharge ; this one is triggered in some weird hack way. Sounds = ; icolseta Control = INTERRUPT RANDOM - Volume = 80% + Volume = 80.0% Limit = 1 Delay = 5500 5500 Priority = HIGH @@ -3690,7 +3690,7 @@ End AudioEvent ColonelBurtonSetDemoCharge Sounds = icolseta Control = INTERRUPT RANDOM - Volume = 95% + Volume = 95.0% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3703,8 +3703,8 @@ AudioEvent ColonelBurtonWeapon Limit = 2 Priority = NORMAL PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 100% + VolumeShift = -10.0% + Volume = 100.0% MinRange = 225.0 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -3712,7 +3712,7 @@ End AudioEvent BlackLotusPack Sounds = iblasetb - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL @@ -3721,7 +3721,7 @@ End AudioEvent BlackLotusUnpack Sounds = iblaseta - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL @@ -3731,7 +3731,7 @@ End AudioEvent BlackLotusTrigger Sounds = Control = INTERRUPT RANDOM - Volume = 70% + Volume = 70.0% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3743,8 +3743,8 @@ AudioEvent BlackLotusPrepLoop Attack = ihaclo1a Decay = ihaclo3a Priority = LOW - Volume = 50% - VolumeShift = -10% + Volume = 50.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3752,7 +3752,7 @@ End AudioEvent HackerPack Sounds = iblasetb - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL @@ -3762,7 +3762,7 @@ End AudioEvent HackerUnpack Sounds = ihacseta Control = INTERRUPT RANDOM - Volume = 70% + Volume = 70.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL @@ -3775,8 +3775,8 @@ AudioEvent HackerPrepLoop Attack = ihaclo1a Decay = ihaclo3a Priority = LOW - Volume = 50% - VolumeShift = -10% + Volume = 50.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -3785,9 +3785,9 @@ End AudioEvent HackerCashPing Sounds = ihaccasa ihaccasb - VolumeShift = -5% + VolumeShift = -5.0% Limit = 2 - Volume = 20% + Volume = 20.0% Priority = LOWEST Type = WORLD SHROUDED EVERYONE End @@ -3796,8 +3796,8 @@ AudioEvent BombTickTimed Sounds = icoltima icoltimb icoltimc Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3806,7 +3806,7 @@ AudioEvent BombTickRemote Sounds = icolbeep Control = INTERRUPT Limit = 3 - Volume = 65% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3815,7 +3815,7 @@ AudioEvent AvalancheCrack Sounds = btopp02a Control = INTERRUPT PitchShift = -50.0 -50.0 - Volume = 120% + Volume = 120.0% Limit = 10 Type = WORLD SHROUDED EVERYONE End @@ -3825,7 +3825,7 @@ AudioEvent IRPing Control = INTERRUPT PitchShift = 100.0 100.0 Limit = 3 - Volume = 25% + Volume = 25.0% Type = WORLD SHROUDED EVERYONE End @@ -3834,7 +3834,7 @@ AudioEvent IRPingLoud Control = INTERRUPT PitchShift = 120.0 120.0 Limit = 3 - Volume = 35% + Volume = 35.0% Type = WORLD SHROUDED EVERYONE End @@ -3843,16 +3843,16 @@ AudioEvent AngryMobWeaponAK47 Sounds = iangwe3a iangwe3b iangwe3c iangwe3d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 75% + Volume = 75.0% Type = WORLD SHROUDED EVERYONE End AudioEvent WallSandDie Sounds = gwalbdia - Volume = 70% + Volume = 70.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3861,7 +3861,7 @@ End AudioEvent WallStoneDie Sounds = gwalsdia gwalsdib Control = RANDOM - Volume = 70% + Volume = 70.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3870,7 +3870,7 @@ End AudioEvent WallWoodDie Sounds = gwalwdia gwalwdib Control = RANDOM - Volume = 70% + Volume = 70.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3879,7 +3879,7 @@ End AudioEvent WallMetalDie Sounds = gwalmdia gwalmdib Control = RANDOM - Volume = 70% + Volume = 70.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -3887,7 +3887,7 @@ End AudioEvent POWTruckEnter Sounds = vpowenta - Volume = 90% + Volume = 90.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3895,7 +3895,7 @@ End AudioEvent POWTruckExit Sounds = vpowexia - Volume = 100% + Volume = 100.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3903,7 +3903,7 @@ End AudioEvent HumveeEnter Sounds = vhumenta vhumentb vhumentc - Volume = 100% + Volume = 100.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3911,7 +3911,7 @@ End AudioEvent HumveeExit Sounds = vhumexia vhumexib vhumexic - Volume = 100% + Volume = 100.0% Limit = 3 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -3921,7 +3921,7 @@ AudioEvent RailroadBridgeMetalFatigue Sounds = btopp01a Limit = 2 PitchShift = -40.0 -10.0 - Volume = 110% + Volume = 110.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -3931,9 +3931,9 @@ AudioEvent ComancheWeaponMachineGun Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15% + VolumeShift = -15.0% Limit = 3 - Volume = 70% + Volume = 70.0% ; MinRange = 400.0 ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE @@ -3944,7 +3944,7 @@ End AudioEvent RiverSplash5000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 80% + Volume = 80.0% PitchShift = 10.0 30.0 Delay = 5000 5000 Priority = LOW @@ -3954,7 +3954,7 @@ End AudioEvent RiverSplash6000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 100% + Volume = 100.0% PitchShift = 0.0 11.0 Delay = 6000 6000 Priority = LOW @@ -3964,7 +3964,7 @@ End AudioEvent RiverSplash7000 Sounds = gdamspl1b gdamspl1d Limit = 2 - Volume = 80% + Volume = 80.0% PitchShift = 30.0 70.0 Delay = 7000 7000 Priority = LOW @@ -3974,33 +3974,33 @@ End AudioEvent RadarOn Sounds = gradarup Limit = 1 - Volume = 45% + Volume = 45.0% Type = UI PLAYER End AudioEvent RadarOff Sounds = gradardn Limit = 1 - Volume = 45% + Volume = 45.0% Type = UI PLAYER End AudioEvent ExplosionMiniNuke Sounds = gexpnuka Control = INTERRUPT RANDOM - Volume = 110% + Volume = 110.0% Limit = 3 Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End AudioEvent ExplosionFire Sounds = gexpfira gexpfirb gexpfirc Control = INTERRUPT RANDOM - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4009,9 +4009,9 @@ End AudioEvent ExplosionArtilleryBarrage Sounds = gexparta gexpartb gexpartc gexpcara gexpcarb gexpcarc gexpcard Control = INTERRUPT RANDOM - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 0.0 - Volume = 110% + Volume = 110.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4019,7 +4019,7 @@ End AudioEvent BuildingDisabled Sounds = gpowerdn - Volume = 100% + Volume = 100.0% MinRange = 225.0 Limit = 2 Priority = NORMAL @@ -4029,7 +4029,7 @@ End AudioEvent BuildingEnabled Sounds = gpowerup - Volume = 90% + Volume = 90.0% MinRange = 225.0 Limit = 2 Priority = NORMAL @@ -4044,13 +4044,13 @@ AudioEvent PoliceCarSirenLoop Limit = 2 MinRange = 100.0 ; MaxRange = 400.0 - Volume = 60% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End AudioEvent CivilianChinaMaleDie Sounds = icimcdia icimcdib icimcdic icimcdid icimcdie icimcdif icimcdig icimcdih icimcdii icimcdij - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4058,7 +4058,7 @@ End AudioEvent CivilianChinaFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifcdif icifcdig icifcdih icifcdii icifcdij - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4067,7 +4067,7 @@ End AudioEvent CivilianArabMaleDie Sounds = icimadia icimadib icimadic icimadid icimadie icimadif icimadig icimadih icimadii icimadij - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4075,7 +4075,7 @@ End AudioEvent CivilianArabFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifdif icifcdig icifcdih icifcdii icifcdij - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4088,8 +4088,8 @@ AudioEvent OverlordTankTurretMoveLoop Decay = vovelo3a MinRange = 75.0 MaxRange = 600.0 - VolumeShift = -20% - Volume = 40% + VolumeShift = -20.0% + Volume = 40.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -4098,10 +4098,10 @@ End AudioEvent BuildingDie Sounds = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg Control = RANDOM INTERRUPT - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 110% + Volume = 110.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4109,10 +4109,10 @@ End AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 110% + Volume = 110.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4120,10 +4120,10 @@ End AudioEvent VehicleDamagedState Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = RANDOM INTERRUPT - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Limit = 2 - Volume = 80% + Volume = 80.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -4132,8 +4132,8 @@ AudioEvent NukeCannonWeapon Sounds = vnukweaa Control = INTERRUPT PitchShift = -5.0 5.0 - VolumeShift = -20% - Volume = 110% + VolumeShift = -20.0% + Volume = 110.0% Limit = 2 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4142,8 +4142,8 @@ End AudioEvent ExplosionAnthraxBomb Sounds = santexpl - Volume = 120% - MinVolume = 80% + Volume = 120.0% + MinVolume = 80.0% Limit = 3 Priority = CRITICAL MinRange = 500.0 @@ -4154,14 +4154,14 @@ End AudioEvent NukeCannonDeploy Sounds = vnukde1a - Volume = 100% + Volume = 100.0% PitchShift = -20.0 0.0 Type = WORLD SHROUDED EVERYONE End AudioEvent NukeCannonUnDeploy Sounds = vnukde2a - Volume = 100% + Volume = 100.0% PitchShift = -20.0 0.0 Type = WORLD SHROUDED EVERYONE End @@ -4171,16 +4171,16 @@ AudioEvent RepairSparks Sounds = ; gsparksa gsparksb needs to be revisited. Control = RANDOM Limit = 4 - Volume = 50% + Volume = 50.0% PitchShift = -10.0 10.0 - VolumeShift = -20% + VolumeShift = -20.0% Type = WORLD SHROUDED EVERYONE End AudioEvent DieByFireUSA Sounds = idiufira idiufirb idiufirc idiufird idiufire idiufirf idiufirg idiufirh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4189,7 +4189,7 @@ End AudioEvent DieByFireGLA Sounds = idigfira idigfirb idigfirc idigfird idigfire idigfirf idigfirg idigfirh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4198,7 +4198,7 @@ End AudioEvent DieByFireChina Sounds = idicfira idicfirb idicfirc idicfird idicfire idicfirf idicfirg idicfirh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4207,7 +4207,7 @@ End AudioEvent DieByFireFemale Sounds = idiffira idiffirb idiffirc idiffird Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4219,7 +4219,7 @@ End AudioEvent DieByToxinUSA Sounds = idiutoxa idiutoxb idiutoxc idiutoxd idiutoxe idiutoxf idiutoxg idiutoxh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4228,7 +4228,7 @@ End AudioEvent DieByToxinGLA Sounds = idigtoxa idigtoxb idigtoxc idigtoxd idigtoxe idigtoxf idigtoxg idigtoxh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4237,7 +4237,7 @@ End AudioEvent DieByToxinChina Sounds = idictoxa idictoxb idictoxc idictoxd idictoxe idictoxf idictoxg idictoxh Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4246,7 +4246,7 @@ End AudioEvent DieByToxinFemale Sounds = idiftoxa idiftoxb idiftoxc idiftoxd Control = RANDOM - Volume = 90% + Volume = 90.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4260,36 +4260,36 @@ AudioEvent NukeCannonTurretMoveLoop Decay = vnuklo3a ; MinRange = 100.0 ; MaxRange = 400.0 - VolumeShift = -10% - Volume = 45% + VolumeShift = -10.0% + Volume = 45.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent SalvageUpgrade Sounds = gsalvage - Volume = 80% + Volume = 80.0% Priority = HIGH Type = WORLD SHROUDED PLAYER End AudioEvent OverlordExpansion Sounds = voveupgr - Volume = 90% + Volume = 90.0% Priority = HIGH Type = WORLD SHROUDED PLAYER End AudioEvent SpySatellite Sounds = sspysate - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD PLAYER End AudioEvent CrateCash Sounds = gcracash - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4302,7 +4302,7 @@ AudioEvent FireStormLoop Control = RANDOM LOOP ALL Priority = NORMAL Limit = 3 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -4312,7 +4312,7 @@ AudioEvent ToxinTractorDie Delay = 300 500 Control = RANDOM PitchShift = -15.0 15.0 - Volume = 100% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -4323,9 +4323,9 @@ AudioEvent BuildingDebris Sounds = gbuideba gbuidebb gbuidebc gbuidebd gbuidebe gbuidebf gbuidebg gbuidebh gbuidebi gbuidebj gbuidebk gbuidebl gbuidebm gbuidebn gbuidebo gbuidebp Control = RANDOM Limit = 3 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -4334,7 +4334,7 @@ AudioEvent MoneyDeposited Sounds = ucredupa Control = RANDOM Limit = 3 - Volume = 30% + Volume = 30.0% Priority = LOW Type = UI PLAYER End @@ -4343,7 +4343,7 @@ AudioEvent MoneyWithdraw Sounds = ucreddna Control = RANDOM Limit = 3 - Volume = 30% + Volume = 30.0% Priority = LOW Type = UI PLAYER End @@ -4352,8 +4352,8 @@ AudioEvent CratePickupSound Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 120% + VolumeShift = -10.0% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End @@ -4361,8 +4361,8 @@ AudioEvent CrateHeal Sounds = Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 120% + VolumeShift = -10.0% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End @@ -4370,8 +4370,8 @@ AudioEvent CrateShroud Sounds = Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 120% + VolumeShift = -10.0% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End @@ -4379,9 +4379,9 @@ AudioEvent CrateMoney Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10% + VolumeShift = -10.0% MinRange = 150.0 - Volume = 120% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End @@ -4389,16 +4389,16 @@ AudioEvent CrateFreeUnit Sounds = gcramona Control = RANDOM Limit = 3 - VolumeShift = -10% - Volume = 120% + VolumeShift = -10.0% + Volume = 120.0% Type = WORLD SHROUDED PLAYER End AudioEvent UnitPromoted Sounds = gunitpra Limit = 1 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Type = WORLD SHROUDED PLAYER End @@ -4409,8 +4409,8 @@ AudioEvent CivPropPlaneAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4421,8 +4421,8 @@ AudioEvent CivAirportAmbience Control = LOOP RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4433,8 +4433,8 @@ AudioEvent CivIndustrialPlantAmbientLoop Decay = bindlo2a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 95% - VolumeShift = -10% + Volume = 95.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -4444,8 +4444,8 @@ AudioEvent ChemBunkerDamagedAmbientLoop Decay = btoxlo2a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -4457,8 +4457,8 @@ AudioEvent ToxicPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% Type = WORLD EVERYONE End @@ -4466,8 +4466,8 @@ AudioEvent ToxicPoolDie Sounds = gtoxlo3a Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% Type = WORLD EVERYONE End @@ -4478,8 +4478,8 @@ AudioEvent AnthraxPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4489,8 +4489,8 @@ AudioEvent AnthraxPoolDie Sounds = gantlo3a Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% Type = WORLD EVERYONE End @@ -4502,8 +4502,8 @@ AudioEvent RadiationPoolAmbientLoop Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4512,8 +4512,8 @@ AudioEvent RadiationPoolDie Sounds = gantlo3a Priority = LOWEST Limit = 2 - Volume = 85% - VolumeShift = -20% + Volume = 85.0% + VolumeShift = -20.0% Type = WORLD EVERYONE End @@ -4523,8 +4523,8 @@ AudioEvent HotelAmbientDiver Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4533,8 +4533,8 @@ AudioEvent HotelAmbientSwimmerLoop Sounds = auhosw1a auhosw1b auhosw1c auhosw1d auhosw1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -4542,8 +4542,8 @@ AudioEvent HotelAmbientTennisLoop Sounds = auhote1a auhote1b auhote1c auhote1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -4552,8 +4552,8 @@ AudioEvent CraneAmbience Control = LOOP ALL RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -4565,8 +4565,8 @@ AudioEvent OilDerrickAmbientLoop Control = LOOP ALL RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% MinRange = 150.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -4576,9 +4576,9 @@ AudioEvent FarmAmbientLoop Control = LOOP ALL RANDOM Sounds = addfam1a addfam1b addfam1c addfam1d addfam1e Priority = LOWEST - Volume = 65% + Volume = 65.0% Limit = 2 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -5.0 5.0 MinRange = 150.0 MaxRange = 800.0 @@ -4591,8 +4591,8 @@ AudioEvent CowAmbience Control = LOOP RANDOM Delay = 15000 20000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4603,7 +4603,7 @@ AudioEvent DocksWallaLoop Sounds = addowl1a addowl1b addowl1c addowl1d addowl1e addowl1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% Limit = 1 PitchShift = -5.0 5.0 MinRange = 150.0 @@ -4617,8 +4617,8 @@ AudioEvent ParkChimes Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% ; MinRange = 200.0 ; MaxRange = 600.0 Type = WORLD EVERYONE @@ -4629,8 +4629,8 @@ AudioEvent DocksUrbanBirdsAmbience Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4642,8 +4642,8 @@ AudioEvent IndustrialYardAmbientLoop Sounds = auiyam1a auiyam1b auiyam1c auiyam1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% MinRange = 150.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -4654,8 +4654,8 @@ AudioEvent ChinaNightClubLoop Sounds = aunccl1a aunccl1b Control = LOOP RANDOM Priority = LOWEST - Volume = 80% - VolumeShift = -5% + Volume = 80.0% + VolumeShift = -5.0% MinRange = 150.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -4666,7 +4666,7 @@ AudioEvent DocksVillageWaterLapping Sounds = addowa1a addowa1b addowa1c addowa1d addowa1e addowa1f addowa1g addowa1h Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% Limit = 2 PitchShift = -5.0 5.0 ; MinRange = 200.0 @@ -4679,8 +4679,8 @@ AudioEvent PlaygroundAmbience Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 200.0 ; MaxRange = 600.0 @@ -4695,8 +4695,8 @@ AudioEvent Amb_DesertFarmGoat Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4706,8 +4706,8 @@ AudioEvent Amb_DesertFarmRooster Control = LOOP RANDOM Delay = 10000 15000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4717,8 +4717,8 @@ AudioEvent Amb_DesertFarmSheep Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4728,8 +4728,8 @@ AudioEvent Amb_DesertMarketBell Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -4738,8 +4738,8 @@ AudioEvent Amb_DesertMarketCarHorn Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Type = WORLD EVERYONE End @@ -4750,8 +4750,8 @@ AudioEvent Amb_DesertMarketDog Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4761,8 +4761,8 @@ AudioEvent Amb_DesertMarketDog2 Control = LOOP RANDOM Delay = 3000 15000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4772,8 +4772,8 @@ AudioEvent Amb_DesertMarketGoat Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4783,8 +4783,8 @@ AudioEvent Amb_DesertMarketMoped Control = LOOP Delay = 9000 15000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4793,7 +4793,7 @@ AudioEvent Amb_DesertMarketWallaMusicLoop Sounds = addmmu1a addmmu1b addmmu1c addmmu1d addmmu1e addmmu1f addmmu1g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% + Volume = 60.0% Limit = 2 MinRange = 150.0 MaxRange = 800.0 @@ -4804,7 +4804,7 @@ AudioEvent Amb_DesertMarketWallaLoop Sounds = addmwl1a addmwl1b addmwl1c addmwl1d addmwl1e addmwl1f addmwl1g addmwl1h ; addmwl1i Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% + Volume = 60.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 150.0 @@ -4816,7 +4816,7 @@ AudioEvent Amb_DesertMarketWallaWomenLoop Sounds = addmwo1a addmwo1b addmwo1c addmwo1d addmwo1e addmwo1f addmwo1g addmwo1h addmwo1i Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% + Volume = 60.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 150.0 @@ -4829,8 +4829,8 @@ AudioEvent Amb_DesertNatureDayBirds Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4840,8 +4840,8 @@ AudioEvent Amb_DesertNatureDayBirds2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4851,8 +4851,8 @@ AudioEvent Amb_DesertNatureDayInsects Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -4861,8 +4861,8 @@ AudioEvent Amb_DesertNatureDayInsects2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4872,8 +4872,8 @@ AudioEvent Amb_DesertNatureDayInsects3 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 100% - VolumeShift = -10% + Volume = 100.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4882,10 +4882,10 @@ AudioEvent Amb_DesertNatureWindThinLoop Sounds = addnwi1a addnwi1b addnwi1c addnwi1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 110% + Volume = 110.0% Limit = 2 PitchShift = -5.0 5.0 - VolumeShift = -20% + VolumeShift = -20.0% MinRange = 200.0 MaxRange = 700.0 Type = WORLD EVERYONE @@ -4895,7 +4895,7 @@ AudioEvent Amb_DesertNatureWindTreesLoop Sounds = addnwi2a addnwi2b addnwi2c addnwi2d addnwi2e addnwi2f addnwi2g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85% + Volume = 85.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 200.0 @@ -4907,7 +4907,7 @@ AudioEvent Amb_DesertNatureWindThickLoop Sounds = addnwi3a addnwi3b addnwi3c addnwi3d addnwi3e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90% + Volume = 90.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 150.0 @@ -4919,8 +4919,8 @@ AudioEvent Amb_DesertVillageDayBirds Sounds = addvbi1a addvbi1b addvbi1c addvbi1d addvbi1e addvbi1f addvbi1g Control = LOOP RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4930,8 +4930,8 @@ AudioEvent Amb_DesertVillageDayBirds2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4942,8 +4942,8 @@ AudioEvent Amb_DesertVillageDayDog Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4953,8 +4953,8 @@ AudioEvent Amb_DesertVillageKids Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4964,8 +4964,8 @@ AudioEvent Amb_DesertVillageKids2 Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4974,7 +4974,7 @@ AudioEvent Amb_DesertVillageDayMenLoop Sounds = addvma1a addvma1b addvma1c addvma1d addvma1e addvma1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65% + Volume = 65.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 150.0 @@ -4987,8 +4987,8 @@ AudioEvent Amb_DesertVillageDayMoped Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -4998,8 +4998,8 @@ AudioEvent Amb_DesertVillageDayRooster Control = LOOP RANDOM Delay = 10000 15000 Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5008,7 +5008,7 @@ AudioEvent Amb_DesertVillageDayWallaLoop Sounds = addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1e addvwl1f ; addvwl1g Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 65% + Volume = 65.0% Limit = 2 PitchShift = -5.0 5.0 MinRange = 150.0 @@ -5021,7 +5021,7 @@ AudioEvent Amb_DesertNatureNightInsectLoop Sounds = adnnin1a adnnin1b adnnin1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 70% + Volume = 70.0% Limit = 2 PitchShift = -2.0 2.0 MinRange = 200.0 @@ -5034,8 +5034,8 @@ AudioEvent Amb_DesertVillageNightCat Control = LOOP RANDOM Delay = 10000 18000 Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5045,8 +5045,8 @@ AudioEvent Amb_DesertVillageNightDog Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5056,8 +5056,8 @@ AudioEvent Amb_DesertVillageNightDog2 Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5066,7 +5066,7 @@ AudioEvent Amb_DesertVillageNightDrummerLoop Sounds = adnvdr1a adnvdr1b adnvdr1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% Limit = 2 MinRange = 200.0 MaxRange = 800.0 @@ -5077,8 +5077,8 @@ AudioEvent Amb_DesertVillageNightInsect Sounds = adnvin1a adnvin1b adnvin1c Control = LOOP RANDOM Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 Type = WORLD EVERYONE End @@ -5087,8 +5087,8 @@ AudioEvent Amb_DesertVillageNightInsect2 Sounds = adnvin1a adnvin1b adnvin1c Control = LOOP RANDOM Priority = LOWEST - Volume = 90% - VolumeShift = -10% + Volume = 90.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 Type = WORLD EVERYONE End @@ -5097,8 +5097,8 @@ AudioEvent Amb_DesertVillageNightMenLoop Sounds = adnvme1a adnvme1b adnvme1c adnvme1d adnvme1e adnvme1f adnvme1g adnvme1h Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 MinRange = 150.0 MaxRange = 800.0 @@ -5110,8 +5110,8 @@ AudioEvent Amb_DesertVillageNightTrash Control = LOOP RANDOM Delay = 15000 30000 Priority = LOWEST - Volume = 70% - VolumeShift = -20% + Volume = 70.0% + VolumeShift = -20.0% PitchShift = -20.0 20.0 Type = WORLD EVERYONE End @@ -5120,8 +5120,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop Sounds = autsamba autsambb autsambc autsambd Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% MinRange = 175.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -5131,8 +5131,8 @@ AudioEvent Amb_UrbanTrainStationAmbientLoop2 Sounds = autsam2a autsam2b Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 175.0 MaxRange = 800.0 @@ -5143,8 +5143,8 @@ AudioEvent Amb_UrbanBusStationAmbientLoop Sounds = aubsam1a aubsam1b aubsam1c aubsam1d aubsam1e aubsam1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90% - VolumeShift = -10% + Volume = 90.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 175.0 MaxRange = 800.0 @@ -5156,8 +5156,8 @@ AudioEvent Amb_UrbanBusStationPAVoice Control = LOOP RANDOM Delay = 8000 10000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Type = WORLD EVERYONE End @@ -5167,8 +5167,8 @@ AudioEvent Amb_UrbanBusStationBuses Control = LOOP RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5178,8 +5178,8 @@ AudioEvent Amb_UrbanCemetaryBell Control = LOOP RANDOM Delay = 15000 25000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -5188,8 +5188,8 @@ AudioEvent Amb_UrbanCemetaryDigging Control = LOOP RANDOM Delay = 1000 20000 Priority = LOWEST - Volume = 75% - VolumeShift = -15% + Volume = 75.0% + VolumeShift = -15.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5199,8 +5199,8 @@ AudioEvent Amb_UrbanNightChinaBikeBell Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 95% - VolumeShift = -10% + Volume = 95.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 Type = WORLD EVERYONE End @@ -5209,8 +5209,8 @@ AudioEvent Amb_UrbanNightChinaClub2 Sounds = aunccl2a Control = LOOP RANDOM Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% MinRange = 100.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -5220,8 +5220,8 @@ AudioEvent Amb_UrbanParkAmbientLoop Sounds = aupaam1a aupaam1b aupaam1c aupaam1d aupaam1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 MinRange = 150.0 MaxRange = 800.0 @@ -5233,8 +5233,8 @@ AudioEvent Amb_UrbanParkBirds Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 200.0 Type = WORLD EVERYONE @@ -5246,8 +5246,8 @@ AudioEvent Amb_UrbanParkChimes Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -5256,8 +5256,8 @@ AudioEvent Amb_UrbanParkDucks Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5265,8 +5265,8 @@ End AudioEvent Amb_UrbanPoliceSiren Sounds = auposi2a Priority = LOWEST - Volume = 90% - VolumeShift = -10% + Volume = 90.0% + VolumeShift = -10.0% PitchShift = -3.0 3.0 Type = WORLD EVERYONE End @@ -5275,8 +5275,8 @@ AudioEvent Amb_UrbanPoliceSirenLoop Sounds = auposi1a Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 90% - VolumeShift = -10% + Volume = 90.0% + VolumeShift = -10.0% MinRange = 150.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -5287,10 +5287,10 @@ AudioEvent Amb_UrbanCityAmbientLoop Sounds = aurbci1a aurbci1a aurbci1b aurbci1b aurbci1c aurbci1c aurbci1d aurbci1e aurbci1f Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% MinRange = 150.0 MaxRange = 800.0 - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5299,10 +5299,10 @@ AudioEvent Amb_UrbanCityAmbientLoop2 Sounds = aurbci2a aurbci2a aurbci2b aurbci2b Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 75% + Volume = 75.0% MinRange = 150.0 MaxRange = 800.0 - VolumeShift = -10% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -5311,8 +5311,8 @@ AudioEvent Amb_UrbanDocksBirds Control = LOOP RANDOM Delay = 3000 8000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5321,8 +5321,8 @@ AudioEvent Amb_UrbanDocksAmbientLoop Sounds = audoam1a audoam1b audoam1c audoam1d audoam1e Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% MinRange = 150.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -5334,8 +5334,8 @@ AudioEvent Amb_UrbanDocksBouy Control = LOOP RANDOM Delay = 15000 22000 Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -5344,8 +5344,8 @@ AudioEvent Amb_UrbanDocksFoghorn Control = LOOP RANDOM Delay = 20000 25000 Priority = LOWEST - Volume = 80% - VolumeShift = -10% + Volume = 80.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -5353,8 +5353,8 @@ AudioEvent Amb_UrbanDocksMachineryLoop Sounds = audoma1a audoma1b audoma1c audoma1a audoma1b audoma1c audoma1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 150% - VolumeShift = -10% + Volume = 150.0% + VolumeShift = -10.0% MinRange = 150.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -5366,8 +5366,8 @@ AudioEvent Amb_WinterNatureWoodpecker Control = LOOP RANDOM Delay = 12000 24000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5377,8 +5377,8 @@ AudioEvent Amb_WinterNatureCrows Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5388,8 +5388,8 @@ AudioEvent Amb_WinterNatureCrows2 Control = LOOP RANDOM Delay = 10000 20000 Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5398,8 +5398,8 @@ AudioEvent Amb_WinterNatureWindLoop Sounds = awdnwi1a awdnwi1b awdnwi1c awdnwi1d Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 150.0 MaxRange = 800.0 @@ -5411,8 +5411,8 @@ AudioEvent Amb_WinterNatureNightWolves Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 95% - VolumeShift = -10% + Volume = 95.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Type = WORLD EVERYONE End @@ -5422,8 +5422,8 @@ AudioEvent Amb_UrbanIndustrialYardPileDriver Control = LOOP RANDOM Delay = 8000 15000 Priority = LOWEST - Volume = 45% - VolumeShift = -10% + Volume = 45.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 MinRange = 100.0 MaxRange = 600.0 @@ -5434,8 +5434,8 @@ AudioEvent Amb_UrbanIndustrialYardGeneratorLoop Sounds = auiyge1a auiyge1b auiyge1c Control = LOOP ALL RANDOM Priority = LOWEST - Volume = 55% - VolumeShift = -10% + Volume = 55.0% + VolumeShift = -10.0% MinRange = 150.0 MaxRange = 800.0 Type = WORLD EVERYONE @@ -5446,7 +5446,7 @@ AudioEvent Amb_WaterOceanWaves Sounds = awocwava awocwavb awocwavc awocwavd Delay = 1000 3000 Priority = LOWEST - Volume = 65% + Volume = 65.0% Limit = 3 PitchShift = -10.0 10.0 Type = WORLD EVERYONE @@ -5456,10 +5456,10 @@ AudioEvent Amb_WaterLakeWaves Control = LOOP ALL Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST - VolumeShift = -10% + VolumeShift = -10.0% PitchShift = -15.0 0.0 Delay = 3000 5000 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -5470,10 +5470,10 @@ AudioEvent Amb_WaterRiverLoop Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 50% + Volume = 50.0% MinRange = 150.0 MaxRange = 1000.0 - VolumeShift = -10% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -5483,8 +5483,8 @@ AudioEvent Amb_WaterStreamLoop Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 45% - VolumeShift = -10% + Volume = 45.0% + VolumeShift = -10.0% MinRange = 150.0 MaxRange = 1000.0 Type = WORLD EVERYONE @@ -5494,8 +5494,8 @@ AudioEvent Amb_WinterNatureWindCold Sounds = awind3a awind3b Control = LOOP RANDOM Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Delay = 8000 16000 Type = WORLD EVERYONE @@ -5505,8 +5505,8 @@ AudioEvent Amb_WinterNatureWind Sounds = awind2a awind2b awind2c Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Delay = 8000 16000 Type = WORLD EVERYONE @@ -5516,8 +5516,8 @@ AudioEvent Amb_DesertVillageDayDog2 Sounds = adog01a adog01b adog01c Control = LOOP RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Delay = 10000 15000 Type = WORLD EVERYONE @@ -5527,8 +5527,8 @@ AudioEvent Amb_TemperateNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE @@ -5538,8 +5538,8 @@ AudioEvent Amb_DesertNatureWindNight Sounds = awind1a awind1b awind1c Control = LOOP RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -20% + Volume = 65.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Delay = 12000 20000 Type = WORLD EVERYONE @@ -5553,7 +5553,7 @@ AudioEvent Amb_TemperateMeadowAmbientLoop PitchShift = -5.0 5.0 MinRange = 175.0 MaxRange = 800.0 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -5565,7 +5565,7 @@ AudioEvent Amb_TemperateMarshAmbientLoop PitchShift = -5.0 5.0 MinRange = 175.0 MaxRange = 800.0 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -5575,7 +5575,7 @@ AudioEvent Amb_DesertMarketWallaLoop2 ; Attack = amarke1f ; Decay = amarke1g Priority = LOWEST - Volume = 45% + Volume = 45.0% Limit = 2 MinRange = 175.0 MaxRange = 800.0 @@ -5589,7 +5589,7 @@ AudioEvent Amb_DesertMarketWallaLoop3 Priority = LOWEST ; Attack = amarke2f ; Decay = amarke2g - Volume = 45% + Volume = 45.0% Limit = 2 MinRange = 175.0 MaxRange = 800.0 @@ -5605,7 +5605,7 @@ AudioEvent Amb_DesertVillageDayWallaLoop2 PitchShift = -5.0 5.0 MinRange = 175.0 MaxRange = 800.0 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -5617,7 +5617,7 @@ AudioEvent Amb_JungleDayDenseAmbientLoop PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 1000.0 - Volume = 95% + Volume = 95.0% Type = WORLD EVERYONE End @@ -5629,7 +5629,7 @@ AudioEvent Amb_JungleDayDenseAmbientLoop2 PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 1000.0 - Volume = 95% + Volume = 95.0% Type = WORLD EVERYONE End @@ -5640,7 +5640,7 @@ AudioEvent Amb_JungleDayDenseAmbientBirds Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% Type = WORLD EVERYONE End @@ -5652,7 +5652,7 @@ AudioEvent Amb_JungleDaySparseAmbientLoop PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 800.0 - Volume = 100% + Volume = 100.0% Type = WORLD EVERYONE End @@ -5663,7 +5663,7 @@ AudioEvent Amb_JungleDaySparseAmbientAnimal Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 90% + Volume = 90.0% Type = WORLD EVERYONE End @@ -5676,7 +5676,7 @@ AudioEvent Amb_JungleNightAmbientLoop PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 800.0 - Volume = 100% + Volume = 100.0% Type = WORLD EVERYONE End @@ -5688,7 +5688,7 @@ AudioEvent Amb_JungleNightAmbientLoop2 PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 800.0 - Volume = 100% + Volume = 100.0% Type = WORLD EVERYONE End @@ -5700,7 +5700,7 @@ AudioEvent Amb_MountainNatureAmbientLoop Limit = 2 MinRange = 200.0 MaxRange = 1000.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5710,7 +5710,7 @@ AudioEvent Amb_MountainBell Delay = 15000 20000 Priority = LOWEST Limit = 2 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5718,8 +5718,8 @@ AudioEvent Amb_MountainBirds Sounds = amndbi1a amndbi1b amndbi1c amndbi1d amndbi1e amndbi1f amndbi1g amndbi1h Control = LOOP RANDOM Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Delay = 6000 12000 Type = WORLD EVERYONE End @@ -5728,8 +5728,8 @@ AudioEvent Amb_MountainBirds2 Sounds = amndbi2a Control = LOOP RANDOM Priority = LOWEST - Volume = 70% - VolumeShift = -10% + Volume = 70.0% + VolumeShift = -10.0% Delay = 6000 12000 Type = WORLD EVERYONE End @@ -5742,7 +5742,7 @@ AudioEvent Amb_TemperateForestBirdsLoop PitchShift = -5.0 5.0 MinRange = 150.0 MaxRange = 800.0 - Volume = 100% + Volume = 100.0% Type = WORLD EVERYONE End @@ -5753,7 +5753,7 @@ AudioEvent Amb_TemperateForestBirds Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 95% + Volume = 95.0% Type = WORLD EVERYONE End @@ -5765,7 +5765,7 @@ AudioEvent Amb_TemperateForestTreesLoop PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 1000.0 - Volume = 80% + Volume = 80.0% Type = WORLD EVERYONE End @@ -5776,7 +5776,7 @@ AudioEvent Amb_TemperateForestTrees Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 95% + Volume = 95.0% Type = WORLD EVERYONE End @@ -5788,7 +5788,7 @@ AudioEvent Amb_TemperateMeadowBirdsLoop PitchShift = -5.0 5.0 MinRange = 150.0 MaxRange = 800.0 - Volume = 75% + Volume = 75.0% Type = WORLD EVERYONE End @@ -5801,7 +5801,7 @@ AudioEvent Amb_TemperateMeadowBirdsLoop2 PitchShift = -5.0 5.0 MinRange = 150.0 MaxRange = 800.0 - Volume = 85% + Volume = 85.0% Type = WORLD EVERYONE End @@ -5813,7 +5813,7 @@ AudioEvent Amb_TemperateMeadowBirds Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 85% + Volume = 85.0% Type = WORLD EVERYONE End @@ -5825,7 +5825,7 @@ AudioEvent Amb_UrbanChinaCourtyardLoop PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 1000.0 - Volume = 95% + Volume = 95.0% Type = WORLD EVERYONE End @@ -5837,7 +5837,7 @@ AudioEvent Amb_UrbanChinaCourtyardBirds Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 75% + Volume = 75.0% Type = WORLD EVERYONE End @@ -5848,7 +5848,7 @@ AudioEvent Amb_UrbanChinaCourtyardChimes Control = LOOP ALL RANDOM Priority = LOWEST Limit = 2 - Volume = 75% + Volume = 75.0% Type = WORLD EVERYONE End @@ -5860,7 +5860,7 @@ AudioEvent Amb_UrbanChinaCourtyardWallaLoop PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 1000.0 - Volume = 85% + Volume = 85.0% Type = WORLD EVERYONE End @@ -5870,7 +5870,7 @@ AudioEvent Amb_WaterFountainLoop Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 40% + Volume = 40.0% MinRange = 100.0 MaxRange = 700.0 Type = WORLD EVERYONE @@ -5884,7 +5884,7 @@ AudioEvent Amb_WaterLakeAmbientLoop PitchShift = -5.0 5.0 MinRange = 200.0 MaxRange = 800.0 - Volume = 90% + Volume = 90.0% Type = WORLD EVERYONE End @@ -5896,7 +5896,7 @@ AudioEvent Amb_WaterLakeLappingLoop PitchShift = -5.0 5.0 MinRange = 150.0 MaxRange = 800.0 - Volume = 65% + Volume = 65.0% Type = WORLD EVERYONE End @@ -5907,7 +5907,7 @@ AudioEvent Amb_WaterLakeLapping Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 70% + Volume = 70.0% Type = WORLD EVERYONE End @@ -5917,7 +5917,7 @@ AudioEvent Amb_TemperateTownDayAmbientLoop Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 100% + Volume = 100.0% MinRange = 200.0 MaxRange = 1000.0 Type = WORLD EVERYONE @@ -5930,7 +5930,7 @@ AudioEvent Amb_TemperateTownDayPigDog Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 115% + Volume = 115.0% Type = WORLD EVERYONE End @@ -5941,7 +5941,7 @@ AudioEvent Amb_TemperateTownDayPig Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 85% + Volume = 85.0% Type = WORLD EVERYONE End @@ -5951,7 +5951,7 @@ AudioEvent Amb_DesertVillageMilitary Priority = LOWEST Limit = 2 PitchShift = -5.0 5.0 - Volume = 65% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -5961,12 +5961,12 @@ AudioEvent AmbientWavesLake Control = LOOP ALL Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST - VolumeShift = -10% + VolumeShift = -10.0% ; MinRange = 100.0 ; MaxRange = 300.0 PitchShift = -15.0 0.0 Delay = 3000 5000 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -5977,7 +5977,7 @@ AudioEvent AmbientWavesOcean1 Sounds = awocwava awocwavb awocwavc awocwavd Delay = 4000 8000 Priority = LOWEST - Volume = 70% + Volume = 70.0% Limit = 2 PitchShift = -10.0 10.0 Type = WORLD EVERYONE @@ -5993,7 +5993,7 @@ AudioEvent AmbientRiver PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 400.0 - Volume = 45% + Volume = 45.0% Type = WORLD EVERYONE End @@ -6001,8 +6001,8 @@ End AudioEvent AmbientWindCold Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 100.0 ; MaxRange = 300.0 @@ -6015,8 +6015,8 @@ End AudioEvent AmbientWindMountain Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 ; MinRange = 100.0 ; MaxRange = 300.0 @@ -6030,8 +6030,8 @@ AudioEvent AmbientDogBarking Sounds = adog01a adog01b adog01c Control = LOOP RANDOM Priority = LOWEST - Volume = 65% - VolumeShift = -10% + Volume = 65.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE @@ -6042,8 +6042,8 @@ AudioEvent AmbientNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Delay = 6000 10000 Type = WORLD EVERYONE @@ -6054,8 +6054,8 @@ AudioEvent AmbientWindDesert Sounds = awind1a awind1b awind1c Control = LOOP RANDOM Priority = LOWEST - Volume = 60% - VolumeShift = -10% + Volume = 60.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 Delay = 3000 7000 Type = WORLD EVERYONE @@ -6070,7 +6070,7 @@ AudioEvent AmbientMeadow PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 50% + Volume = 50.0% Type = WORLD EVERYONE End @@ -6083,7 +6083,7 @@ AudioEvent AmbientMarsh PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 50% + Volume = 50.0% Type = WORLD EVERYONE End @@ -6096,7 +6096,7 @@ AudioEvent AmbientArabMarket1 Priority = LOWEST ; MinRange = 100.0 ; MaxRange = 200.0 - Volume = 45% + Volume = 45.0% Limit = 2 PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE @@ -6111,7 +6111,7 @@ AudioEvent AmbientArabMarket2 Decay = amarke2g ; MinRange = 100.0 ; MaxRange = 200.0 - Volume = 45% + Volume = 45.0% Limit = 2 PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE @@ -6126,7 +6126,7 @@ AudioEvent AmbientArabMarket3 Decay = amarke3g ; MinRange = 100.0 ; MaxRange = 200.0 - Volume = 45% + Volume = 45.0% Limit = 2 PitchShift = -5.0 5.0 Type = WORLD SHROUDED EVERYONE @@ -6141,7 +6141,7 @@ AudioEvent AmbientVillage1 PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 200.0 - Volume = 50% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -6154,7 +6154,7 @@ AudioEvent AmbientGLABase PitchShift = -5.0 5.0 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 50% + Volume = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -6172,7 +6172,7 @@ AudioEvent Cin_ParadeAmbientLoop Limit = 2 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 90% + Volume = 90.0% Type = WORLD EVERYONE End @@ -6182,7 +6182,7 @@ AudioEvent Cin_ParadeMarchingLoop Priority = LOWEST Limit = 2 MinRange = 100.0 - Volume = 80% + Volume = 80.0% Type = WORLD EVERYONE End @@ -6195,8 +6195,8 @@ AudioEvent Cin_ParadeTank1 ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Type = WORLD EVERYONE End @@ -6208,8 +6208,8 @@ AudioEvent Cin_ParadeTank2 ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Type = WORLD EVERYONE End @@ -6221,8 +6221,8 @@ AudioEvent Cin_ParadeTank3 ; MinRange = 100.0 ; MaxRange = 500.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Type = WORLD EVERYONE End @@ -6232,8 +6232,8 @@ AudioEvent Cin_ParadePanicFemaleLoop Priority = LOW Limit = 2 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% Type = WORLD EVERYONE End @@ -6246,8 +6246,8 @@ AudioEvent Cin_ParadeCrowdLoop Limit = 2 MinRange = 200.0 MaxRange = 800.0 - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Type = WORLD EVERYONE End @@ -6260,8 +6260,8 @@ AudioEvent Cin_NukeAftermathAmbientFX Limit = 2 MinRange = 200.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 75% + VolumeShift = -10.0% + Volume = 75.0% Type = WORLD EVERYONE End @@ -6275,24 +6275,24 @@ AudioEvent Cin_NukeAftermathAmbientLoop ; MinRange = 200.0 ; MaxRange = 600.0 PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Type = WORLD EVERYONE End AudioEvent CivilianPanicFemale Sounds = gpanfema gpanfemb gpanfemc - Volume = 65% - VolumeShift = -20% + Volume = 65.0% + VolumeShift = -20.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End AudioEvent CivilianPanicMale Sounds = gpanmala gpanmalb gpanmalc - Volume = 65% - VolumeShift = -20% + Volume = 65.0% + VolumeShift = -20.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6302,7 +6302,7 @@ AudioEvent LoadScreenAmbient Attack = ; uloalo1a Decay = ; uloalo3a Control = LOOP - Volume = 80% + Volume = 80.0% Limit = 1 Type = UI EVERYONE End @@ -6314,7 +6314,7 @@ AudioEvent Cin_BridgeDemoChargeBeep Delay = 500 500 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 60% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -6325,7 +6325,7 @@ AudioEvent Cin_ScudStormLaunchAlertLoop Delay = 400 400 ; MinRange = 100.0 ; MaxRange = 500.0 - Volume = 60% + Volume = 60.0% Type = WORLD SHROUDED EVERYONE End @@ -6334,14 +6334,14 @@ AudioEvent Cin_BaseAlarm Priority = HIGH ; MinRange = 200.0 ; MaxRange = 1200.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_MissileLaunchAlarm Sounds = cscudalb Priority = HIGH - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED EVERYONE End @@ -6350,16 +6350,16 @@ AudioEvent ParachuteOpen Sounds = gparacha gparachb gparachc Priority = LOW PitchShift = -10.0 10.0 - VolumeShift = -15% - Volume = 90% + VolumeShift = -15.0% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End AudioEvent VehicleSnipeVictim Sounds = gvehsnia Priority = HIGH - VolumeShift = -15% - Volume = 70% + VolumeShift = -15.0% + Volume = 70.0% Type = WORLD SHROUDED EVERYONE End @@ -6368,7 +6368,7 @@ AudioEvent CIAIntelligenceActivate Priority = HIGH MinRange = 200.0 MaxRange = 1000.0 - Volume = 100% + Volume = 100.0% Type = WORLD PLAYER End @@ -6376,12 +6376,12 @@ End AudioEvent RemoteDemoChargeExplosion Sounds = icolexpa Control = INTERRUPT RANDOM - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -15.0 15.0 - Volume = 90% + Volume = 90.0% Limit = 3 Priority = HIGH - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -6390,7 +6390,7 @@ AudioEvent RadarVanScan Priority = HIGH MinRange = 200.0 MaxRange = 800.0 - Volume = 90% + Volume = 90.0% Type = WORLD PLAYER End @@ -6404,8 +6404,8 @@ AudioEvent CINE_DaisyCutterWeapon Limit = 2 Priority = HIGH PitchShift = -5.0 5.0 - VolumeShift = -15% - Volume = 60% ; do not modify -mp + VolumeShift = -15.0% + Volume = 60.0% ; do not modify -mp Type = WORLD SHROUDED EVERYONE End @@ -6415,8 +6415,8 @@ AudioEvent Cin_NukeTruckMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -6429,8 +6429,8 @@ AudioEvent NukeTruckMoveLoop Sounds = ctr2lo2a ctr2lo2b Attack = ctr2lo1a Decay = ctr2lo3a - VolumeShift = -10% - Volume = 70% + VolumeShift = -10.0% + Volume = 70.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6438,14 +6438,14 @@ End AudioEvent Cin_MigFalling Sounds = cmigfala Priority = HIGH - Volume = 100% + Volume = 100.0% Type = WORLD PLAYER End AudioEvent Cin_SonicBoom Sounds = csonicbo Priority = HIGH - Volume = 90% + Volume = 90.0% Type = UI End @@ -6455,10 +6455,10 @@ AudioEvent Cin_BattleSweetener Sounds = cbattlea cbattleb cbattlec cbattled cbattlee cbattlef Control = RANDOM Priority = HIGH - Volume = 100% - VolumeShift = -2% + Volume = 100.0% + VolumeShift = -2.0% PitchShift = -10.0 10.0 - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD EVERYONE End @@ -6466,10 +6466,10 @@ AudioEvent Cin_U02_BattleSweetener Sounds = cbattlea cbattleb cbattlec cbattled cbattlee cbattlef Control = LOOP ALL RANDOM Priority = HIGH - Volume = 105% - VolumeShift = -10% + Volume = 105.0% + VolumeShift = -10.0% PitchShift = -10.0 10.0 - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD EVERYONE End @@ -6477,21 +6477,21 @@ End AudioEvent Cin_TrainFalling Sounds = ctrafall Priority = HIGH - Volume = 100% + Volume = 100.0% Type = UI End AudioEvent Cin_TrainBraking Sounds = ctrabrak Priority = HIGH - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_TrainSteamRelease Sounds = ctrastea Priority = HIGH - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -6501,8 +6501,8 @@ AudioEvent Cin_BaikonurRocketAmbientLoop Sounds = croclo2a croclo2b croclo2c croclo2d Attack = croclo1a Decay = croclo3a - VolumeShift = -10% - Volume = 105% + VolumeShift = -10.0% + Volume = 105.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6512,7 +6512,7 @@ AudioEvent Cin_BaikonurRocketPadHissLoop Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a PitchShift = -2.0 2.0 - Volume = 55% + Volume = 55.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -6520,28 +6520,28 @@ End AudioEvent Cin_InfantryFallingA Sounds = cinffala - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingB Sounds = cinffalb - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingC Sounds = cinffalc - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End AudioEvent Cin_InfantryFallingD Sounds = cinffald - Volume = 100% + Volume = 100.0% Priority = HIGH Type = WORLD SHROUDED EVERYONE End @@ -6549,14 +6549,14 @@ End AudioEvent Cin_BaikonurMissileFlyBy Sounds = crocflya Priority = HIGH - Volume = 150% + Volume = 150.0% Type = UI End AudioEvent Cin_BaikonurMissileBreakApart Sounds = crocbrea Priority = HIGH - Volume = 150% + Volume = 150.0% Type = UI End @@ -6568,7 +6568,7 @@ AudioEvent Cin_BaikonurGLACheerSquad Priority = NORMAL Limit = 2 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -6580,7 +6580,7 @@ AudioEvent Cin_AngryMobAmbientLoop Priority = NORMAL Limit = 2 PitchShift = -5.0 5.0 - Volume = 80% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -6588,7 +6588,7 @@ End AudioEvent RadarPing Sounds = uradarpi Priority = HIGH - Volume = 50% + Volume = 50.0% Type = UI PLAYER End @@ -6598,8 +6598,8 @@ AudioEvent BaikonurTruckMoveLoop Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a - VolumeShift = -10% - Volume = 55% + VolumeShift = -10.0% + Volume = 55.0% Limit = 2 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -6615,15 +6615,15 @@ AudioEvent Cin_TankAmbientLoop MinRange = 200.0 MaxRange = 3000.0 PitchShift = -15.0 15.0 - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% Type = WORLD EVERYONE End AudioEvent Cin_ScudMissileIncoming Sounds = cscuinco Priority = HIGH - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -6632,8 +6632,8 @@ AudioEvent JetSkid Sounds = gjetskia gjetskib Control = RANDOM Priority = LOW - Volume = 40% - VolumeShift = -10% + Volume = 40.0% + VolumeShift = -10.0% PitchShift = -2.0 2.0 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -6642,7 +6642,7 @@ End AudioEvent GLADemoChargeAlarm Sounds = gdembeep Priority = HIGH - Volume = 100% + Volume = 100.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -6651,7 +6651,7 @@ AudioEvent Cin_BaseAlarmChina06 Sounds = cbaseala Priority = HIGH ; MaxRange = 1200.0 - Volume = 125% + Volume = 125.0% Type = WORLD SHROUDED EVERYONE End @@ -6678,7 +6678,7 @@ AudioEvent Cin_NukeWhoosh Sounds = cnukewho Priority = HIGH Limit = 1 - Volume = 90% + Volume = 90.0% MinRange = 500.0 MaxRange = 5000.0 Type = WORLD SHROUDED EVERYONE @@ -6697,8 +6697,8 @@ AudioEvent Cin_DirtRollingLoop MinRange = 200.0 MaxRange = 3000.0 PitchShift = -15.0 15.0 - VolumeShift = -10% - Volume = 60% + VolumeShift = -10.0% + Volume = 60.0% Type = WORLD EVERYONE End @@ -6706,7 +6706,7 @@ End AudioEvent EmergencyRepairActivate Sounds = srepaira Priority = HIGH - Volume = 100% + Volume = 100.0% MinRange = 200.0 MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE @@ -6715,7 +6715,7 @@ End AudioEvent CheerGLA Sounds = ucheergl Priority = HIGH - Volume = 100% + Volume = 100.0% Type = UI EVERYONE End @@ -6729,8 +6729,8 @@ AudioEvent UnderConstructionLoop Limit = 2 MinRange = 100.0 MaxRange = 1000.0 - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -6738,7 +6738,7 @@ End AudioEvent CashHackActivate Sounds = scashhac Priority = HIGH - Volume = 100% + Volume = 100.0% MinRange = 200.0 MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE @@ -6751,7 +6751,7 @@ AudioEvent Cin_TrainRunningLoop Decay = gtralo3a MinRange = 500.0 MaxRange = 4000.0 - Volume = 175% + Volume = 175.0% Limit = 1 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -6762,9 +6762,9 @@ End AudioEvent CombatBikeMoveStart Sounds = vsnostaa vsnostab vsnostac vsnostad Control = RANDOM - VolumeShift = -20% + VolumeShift = -20.0% PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Limit = 3 Priority = LOWEST Type = WORLD SHROUDED EVERYONE @@ -6776,8 +6776,8 @@ AudioEvent HelixAmbientLoop Attack = vhello1a Decay = vhello3a Control = LOOP ALL RANDOM - VolumeShift = -10% - Volume = 85% + VolumeShift = -10.0% + Volume = 85.0% Limit = 3 MinRange = 150.0 MaxRange = 1000.0 @@ -6788,7 +6788,7 @@ End ; AudioEvent AircraftCarrierSelect ; Sounds = bairsela bairselb bairselc ; Limit = 1 -; Volume = 40% +; Volume = 40.0% ; Type = UI PLAYER ; End @@ -6796,21 +6796,21 @@ End ; Sounds = bairatta bairattb bairattc bairattd bairatte ; Control = RANDOM ; Limit = 1 -; Volume = 60% +; Volume = 60.0% ; Type = UI VOICE PLAYER ; End AudioEvent SentryDroneVoiceSelect Sounds = vsensela vsenselb vsenselc vsenseld Control = RANDOM - Volume = 60% + Volume = 60.0% Type = UI VOICE PLAYER End AudioEvent SentryDroneVoiceMove Sounds = vsenmova vsenmovb vsenmovc Control = RANDOM - Volume = 60% + Volume = 60.0% Type = UI VOICE PLAYER End @@ -6821,7 +6821,7 @@ AudioEvent AvalancheRumbleLoop Attack = cavrlo1a Decay = cavrlo3a Limit = 1 - Volume = 130% + Volume = 130.0% MinRange = 600.0 MaxRange = 5000.0 Priority = NORMAL @@ -6834,7 +6834,7 @@ AudioEvent AvalancheTextureLoop Attack = cavtlo2a Decay = cavtlo3a Limit = 1 - Volume = 130% + Volume = 130.0% MinRange = 600.0 MaxRange = 5000.0 Priority = NORMAL @@ -6844,7 +6844,7 @@ End AudioEvent AvalancheHit01 Sounds = cavhita Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6852,7 +6852,7 @@ End AudioEvent AvalancheHit02 Sounds = cavhitb Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6860,7 +6860,7 @@ End AudioEvent AvalancheHit03 Sounds = cavhitc Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6869,7 +6869,7 @@ End AudioEvent AvalancheSlide01 Sounds = cavslia Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6877,7 +6877,7 @@ End AudioEvent AvalancheSlide02 Sounds = cavslib Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6885,7 +6885,7 @@ End AudioEvent AvalancheSlide03 Sounds = cavslic Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6896,7 +6896,7 @@ AudioEvent Cin_CombatCycleMainLoop Decay = ccyclo3a Control = LOOP ALL RANDOM Limit = 3 - Volume = 130% + Volume = 130.0% MinRange = 140.0 MaxRange = 600.0 Priority = NORMAL @@ -6909,7 +6909,7 @@ AudioEvent Cin_CombatCycleRumbleLoop Decay = ccyrlo3a Control = LOOP ALL RANDOM Limit = 2 - Volume = 110% + Volume = 110.0% MinRange = 200.0 MaxRange = 3000.0 Priority = NORMAL @@ -6923,7 +6923,7 @@ AudioEvent Cin_CombatCycleByLoop Decay = ccyblo3a Control = LOOP ALL RANDOM Limit = 3 - Volume = 120% + Volume = 120.0% MinRange = 200.0 MaxRange = 3000.0 Priority = NORMAL @@ -6935,8 +6935,8 @@ AudioEvent Cin_CombatCycleByElements Limit = 4 Control = LOOP ALL RANDOM Delay = 500 2000 - VolumeShift = -20% - Volume = 100% + VolumeShift = -20.0% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6944,7 +6944,7 @@ End AudioEvent Cin_CombatCycleSingleFlyBy Sounds = ccyclbye Limit = 1 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -6953,10 +6953,10 @@ AudioEvent SneakAttackActivated Sounds = ssneakat Control = INTERRUPT RANDOM Limit = 2 - VolumeShift = -10% - Volume = 130% + VolumeShift = -10.0% + Volume = 130.0% PitchShift = 0.0 20.0 - MinVolume = 90% + MinVolume = 90.0% Priority = HIGH Type = WORLD GLOBAL EVERYONE End @@ -6969,7 +6969,7 @@ AudioEvent Cin_CombatCycleLeadLoop Decay = ccyclo6a Control = LOOP ALL RANDOM Limit = 3 - Volume = 120% + Volume = 120.0% MinRange = 200.0 MaxRange = 3000.0 Priority = NORMAL @@ -6980,8 +6980,8 @@ End AudioEvent SpectreGunshipGattlingWeapon Control = RANDOM INTERRUPT Sounds = vspewe1a vspewe1b vspewe1c - ; VolumeShift = -10% - Volume = 80% + ; VolumeShift = -10.0% + Volume = 80.0% MinRange = 175.0 Limit = 3 Priority = NORMAL @@ -6992,8 +6992,8 @@ End AudioEvent SentryDroneWeapon Control = RANDOM INTERRUPT Sounds = vsenweaa vsenweab vsenweac vsenwead - ; VolumeShift = -10% - Volume = 80% + ; VolumeShift = -10.0% + Volume = 80.0% MinRange = 175.0 Limit = 3 Priority = NORMAL @@ -7004,7 +7004,7 @@ End AudioEvent Cin_BombDropFlyBy Sounds = cbomdroa cbomdrob cbomdroc Limit = 6 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7014,10 +7014,10 @@ AudioEvent B3BomberAmbientLoop Sounds = vb3blo2a vb3blo2b vb3blo2c Attack = vb3blo1a Decay = vb3blo3a - VolumeShift = -10% + VolumeShift = -10.0% MinRange = 150.0 MaxRange = 1500.0 - Volume = 80% + Volume = 80.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -7026,7 +7026,7 @@ End AudioEvent Cin_CarHonk Sounds = chonk Limit = 1 - Volume = 80% + Volume = 80.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7036,7 +7036,7 @@ AudioEvent Cin_JetCenterStereoLoop Sounds = cjetlo2a cjetlo2b cjetlo2c cjetlo2d Attack = cjetlo1a Decay = cjetlo3a - Volume = 80% + Volume = 80.0% Limit = 1 Priority = LOW Type = UI EVERYONE @@ -7045,7 +7045,7 @@ End AudioEvent Cin_JetBank_A Sounds = cjetbana Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7053,7 +7053,7 @@ End AudioEvent Cin_JetBank_B Sounds = cjetbanb Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7061,7 +7061,7 @@ End AudioEvent Cin_JetBank_C Sounds = cjetbanc Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7069,7 +7069,7 @@ End AudioEvent Cin_JetBank_D Sounds = cjetband Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7077,7 +7077,7 @@ End AudioEvent Cin_JetDiveBombsStereo Sounds = ; cjetdiva Limit = 2 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = UI End @@ -7085,7 +7085,7 @@ End AudioEvent Cin_JetTakeOffStereo Sounds = ; cjettaka Limit = 1 - Volume = 100% + Volume = 100.0% Priority = NORMAL Type = UI End @@ -7094,21 +7094,21 @@ End AudioEvent FakeBuildingSelect Sounds = bfaksela Limit = 1 - Volume = 60% + Volume = 60.0% Type = UI PLAYER End AudioEvent FireBaseSelect Sounds = bfirsela Limit = 1 - Volume = 50% + Volume = 50.0% Type = UI PLAYER End AudioEvent InternetCenterSelect Sounds = bintsela Limit = 1 - Volume = 60% + Volume = 60.0% Type = UI PLAYER End @@ -7117,8 +7117,8 @@ AudioEvent BattleBusMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 45% + VolumeShift = -10.0% + Volume = 45.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -7128,16 +7128,16 @@ AudioEvent MicrowaveTankMoveStart Control = RANDOM PitchShift = -2.0 2.0 Delay = 0 600 - VolumeShift = -10% - Volume = 45% + VolumeShift = -10.0% + Volume = 45.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End AudioEvent LeafletDrop Sounds = sleafdro - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Priority = CRITICAL MinRange = 200.0 MaxRange = 5000.0 @@ -7150,85 +7150,85 @@ End AudioEvent Cin_HumveeBrakes Sounds = cbrakesa - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_HumveeCorner01 Sounds = ccornera - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_HumveeCorner02 Sounds = ccornerb - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_HumveeDriveBy01 Sounds = chumdria - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_HumveeDriveBy02 Sounds = chumdrib - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_HumveeDriveBy03 Sounds = chumdric - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalDriveBy01 Sounds = ctecdria - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalDriveBy02 Sounds = ctecdrib - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalDriveBy03 Sounds = ctecdric - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalJump Sounds = ctecjump - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_BigRigHorn Sounds = crighorn - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_BigRigDriveBy Sounds = crigdria - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End @@ -7239,7 +7239,7 @@ AudioEvent Cin_BigRigAmbientLoop Decay = criglo3a Priority = LOWEST Limit = 2 - Volume = 90% + Volume = 90.0% Type = WORLD EVERYONE End @@ -7250,7 +7250,7 @@ AudioEvent Cin_HumveeAmbientLoop Decay = chumlo3a Priority = LOWEST Limit = 2 - Volume = 90% + Volume = 90.0% Type = WORLD EVERYONE End @@ -7261,63 +7261,63 @@ AudioEvent Cin_TechnicalAmbientLoop Decay = cteclo3a Priority = LOWEST Limit = 2 - Volume = 90% + Volume = 90.0% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalLeftRight01 Sounds = cleftria - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalLeftRight02 Sounds = cleftrib - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalLeftRight03 Sounds = cleftric - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_TechnicalLeftRight04 Sounds = cleftrid - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = WORLD EVERYONE End AudioEvent Cin_PlaneTakeOffStereo Sounds = ; cplane01 - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = UI End AudioEvent Cin_PlaneTakeOff2Stereo Sounds = ; cplane02 - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = UI End AudioEvent Cin_PlaneLandStereo Sounds = ; cplane03 - Volume = 90% - MinVolume = 50% + Volume = 90.0% + MinVolume = 50.0% Type = UI End AudioEvent JetSkid2 Sounds = gjetskic - Volume = 45% - VolumeShift = -10% + Volume = 45.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -7325,8 +7325,8 @@ End AudioEvent JetSkid3 Sounds = gjetskid - Volume = 45% - VolumeShift = -10% + Volume = 45.0% + VolumeShift = -10.0% PitchShift = -5.0 5.0 Limit = 2 Type = WORLD SHROUDED EVERYONE @@ -7339,7 +7339,7 @@ AudioEvent RainStereoLoop Decay = grailo3a Priority = CRITICAL Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI End @@ -7349,7 +7349,7 @@ AudioEvent ThunderAmbienceStereo Delay = 60000 100000 Priority = LOWEST Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI End @@ -7358,7 +7358,7 @@ AudioEvent ThunderStrikesStereo Sounds = gthustra gthustrb gthustrc gthustrd gthustre Priority = HIGH Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI End @@ -7369,7 +7369,7 @@ AudioEvent Cin_CruiseMissileAmbientLoop Decay = ccrulo3a MinRange = 100.0 MaxRange = 600.0 - Volume = 75% + Volume = 75.0% Limit = 2 Priority = LOW Type = WORLD SHROUDED EVERYONE @@ -7379,7 +7379,7 @@ AudioEvent Cin_BusRollStereo Sounds = cbusroll Priority = HIGH Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI End @@ -7390,7 +7390,7 @@ AudioEvent Cin_CruiseRightLeftStereo Sounds = ; ccruise01 Priority = HIGH Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI End @@ -7399,7 +7399,7 @@ AudioEvent Cin_CruiseTopDownStereo Sounds = ; ccruise02 Priority = HIGH Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI End @@ -7408,7 +7408,7 @@ AudioEvent Cin_CruiseOverheadStereo Sounds = ; ccruise03 Priority = HIGH Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI End @@ -7417,7 +7417,7 @@ AudioEvent Cin_CruiseFinalKillStereo Sounds = ; ccruise04 Priority = HIGH Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI End @@ -7426,7 +7426,7 @@ AudioEvent Cin_C130AmbientLoop Attack = v130lo1a Decay = v130lo3a Control = LOOP ALL RANDOM - Volume = 100% + Volume = 100.0% Limit = 3 PitchShift = -5.0 5.0 MinRange = 250.0 @@ -7440,7 +7440,7 @@ AudioEvent Cin_SquadronStereoLoop Sounds = csqulo2a csqulo2b csqulo2c csqulo2d Attack = csqulo1a Decay = csqulo3a - Volume = 80% + Volume = 80.0% Limit = 2 Priority = CRITICAL Type = UI @@ -7451,7 +7451,7 @@ AudioEvent Cin_SquadronFlakStereoLoop Sounds = cflalo2a cflalo2b cflalo2c cflalo2d cflalo2e Attack = cflalo1a Decay = cflalo3a - Volume = 80% + Volume = 80.0% Limit = 2 Priority = CRITICAL Type = UI @@ -7461,7 +7461,7 @@ AudioEvent Cin_SquadronFlakStereo01 Sounds = csquflaa Priority = HIGH Limit = 1 - Volume = 80% + Volume = 80.0% Type = UI End @@ -7469,7 +7469,7 @@ AudioEvent Cin_SquadronFlakStereo02 Sounds = csquflab Priority = HIGH Limit = 1 - Volume = 80% + Volume = 80.0% Type = UI End @@ -7477,7 +7477,7 @@ AudioEvent Cin_SquadronFlakStereo03 Sounds = csquflac Priority = HIGH Limit = 1 - Volume = 80% + Volume = 80.0% Type = UI End @@ -7485,7 +7485,7 @@ AudioEvent Cin_SquadronFlakStereo04 Sounds = csquflad Priority = HIGH Limit = 1 - Volume = 80% + Volume = 80.0% Type = UI End @@ -7493,7 +7493,7 @@ AudioEvent Cin_SquadronFlakStereo05 Sounds = csquflae Priority = HIGH Limit = 1 - Volume = 80% + Volume = 80.0% Type = UI End @@ -7501,7 +7501,7 @@ AudioEvent Cin_SquadronFlakStereo06 Sounds = csquflaf Priority = HIGH Limit = 1 - Volume = 80% + Volume = 80.0% Type = UI End @@ -7509,7 +7509,7 @@ AudioEvent Cin_SquadronStereoFlak07 Sounds = csquflag Priority = HIGH Limit = 1 - Volume = 80% + Volume = 80.0% Type = UI End @@ -7518,7 +7518,7 @@ AudioEvent CargoJetDie Control = INTERRUPT RANDOM Limit = 4 PitchShift = -10.0 10.0 - Volume = 95% + Volume = 95.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7527,8 +7527,8 @@ AudioEvent SentryDroneMoveStart Sounds = vsenstaa vsenstab vsenstac vsenstad Control = RANDOM Delay = 0 600 - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% Priority = LOW Type = WORLD SHROUDED EVERYONE End @@ -7536,8 +7536,8 @@ End AudioEvent RedGuardMinigunnerWeapon Control = RANDOM INTERRUPT Sounds = iremweaa iremweab iremweac iremwead - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% MinRange = 175.0 Limit = 3 Priority = NORMAL @@ -7548,8 +7548,8 @@ AudioEvent CombatCycleRebelWeapon Control = RANDOM INTERRUPT Sounds = vcycweaa vcycweab vcycweac vcycwead vcycweae PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% MinRange = 200.0 Limit = 3 Priority = NORMAL @@ -7560,9 +7560,9 @@ AudioEvent HelixWeaponMachineGun Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d Control = RANDOM INTERRUPT Priority = NORMAL - VolumeShift = -15% + VolumeShift = -15.0% Limit = 3 - Volume = 80% + Volume = 80.0% ; MinRange = 400.0 ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE @@ -7571,8 +7571,8 @@ End AudioEvent FrenzyActivate Sounds = sfrenzya Priority = HIGH - Volume = 120% - MinVolume = 70% + Volume = 120.0% + MinVolume = 70.0% MinRange = 300.0 MaxRange = 1000.0 Type = WORLD SHROUDED EVERYONE @@ -7581,8 +7581,8 @@ End AudioEvent GPSScrambleActivate Sounds = sscrambl Priority = HIGH - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD GLOBAL EVERYONE End @@ -7590,8 +7590,8 @@ AudioEvent MicrowaveWeaponLoop Control = LOOP RANDOM Sounds = vmiclo2a vmiclo2b vmiclo2c vmiclo2d Attack = vmiclo1a - VolumeShift = -10% - Volume = 90% + VolumeShift = -10.0% + Volume = 90.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -7603,8 +7603,8 @@ AudioEvent FrequencyJammerWeaponLoop Control = LOOP RANDOM Sounds = vfrelo2a vfrelo2b vfrelo2c vfrelo2d Attack = vfrelo1a - VolumeShift = -15% - Volume = 90% + VolumeShift = -15.0% + Volume = 90.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -7616,8 +7616,8 @@ AudioEvent AvengerPaintWeaponLoop Control = LOOP RANDOM Sounds = vavelo2a vavelo2b Attack = vavelo1a - VolumeShift = -10% - Volume = 65% + VolumeShift = -10.0% + Volume = 65.0% MinRange = 100.0 MaxRange = 600.0 Limit = 2 @@ -7629,9 +7629,9 @@ AudioEvent LeafletDropEffect Sounds = sleaeffa sleaeffb sleaeffc sleaeffd sleaeffe sleaefff sleaeffg sleaeffh Control = RANDOM Priority = NORMAL - VolumeShift = -15% + VolumeShift = -15.0% Limit = 3 - Volume = 80% + Volume = 80.0% ; MinRange = 400.0 ; MaxRange = 800.0 Type = WORLD SHROUDED EVERYONE @@ -7640,9 +7640,9 @@ End AudioEvent ExplosionNeutronShell Sounds = gexpneua gexpneub gexpneuc gexpneud Control = INTERRUPT RANDOM - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -10.0 10.0 - Volume = 110% + Volume = 110.0% Limit = 3 Priority = HIGH Type = WORLD SHROUDED EVERYONE @@ -7652,7 +7652,7 @@ AudioEvent SabotageBuilding Sounds = isabotab Attack = isabotag Control = ALL - Volume = 110% + Volume = 110.0% Limit = 2 MinRange = 400.0 MaxRange = 1000.0 @@ -7664,7 +7664,7 @@ AudioEvent SabotageBuildingPower Sounds = isabotab Attack = isabotaa Control = ALL - Volume = 110% + Volume = 110.0% Limit = 2 MinRange = 400.0 MaxRange = 1000.0 @@ -7674,7 +7674,7 @@ End AudioEvent BoobyTrapInstall Sounds = gbooinst - Volume = 110% + Volume = 110.0% Limit = 2 Type = WORLD SHROUDED EVERYONE End @@ -7683,7 +7683,7 @@ AudioEvent HelixDamagedLoop Control = LOOP ALL RANDOM Sounds = vhello5a vhello5b vhello5c Attack = vhello4a - Volume = 105% + Volume = 105.0% MinRange = 200.0 Limit = 2 Priority = LOW @@ -7693,8 +7693,8 @@ End AudioEvent AvengerAirLaserWeapon Sounds = vavewe2a vavewe2b Control = RANDOM INTERRUPT - VolumeShift = -10% - Volume = 100% + VolumeShift = -10.0% + Volume = 100.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7705,8 +7705,8 @@ AudioEvent BuildingPropagandaGLA Control = LOOP ALL RANDOM Delay = 6000 10000 Priority = LOWEST - Volume = 75% - VolumeShift = -10% + Volume = 75.0% + VolumeShift = -10.0% Type = WORLD EVERYONE End @@ -7714,8 +7714,8 @@ AudioEvent CombatCycleSwitchRider Sounds = vcycswia Control = RANDOM PitchShift = -5.0 5.0 - Volume = 85% - VolumeShift = -10% + Volume = 85.0% + VolumeShift = -10.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End @@ -7725,11 +7725,11 @@ End AudioEvent ExplosionMOAB Sounds = gexpnuka Control = INTERRUPT RANDOM - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Limit = 2 Priority = NORMAL - LowPassCutoff = 50% + LowPassCutoff = 50.0% Type = WORLD SHROUDED EVERYONE End @@ -7738,8 +7738,8 @@ AudioEvent LaserCrusaderWeapon Sounds = vcrlweaa vcrlweab Control = RANDOM INTERRUPT PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 75% + VolumeShift = -10.0% + Volume = 75.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7749,8 +7749,8 @@ AudioEvent ExplosionPatriotEMP Sounds = gexpempa gexpempb Control = RANDOM INTERRUPT PitchShift = -5.0 5.0 - VolumeShift = -10% - Volume = 80% + VolumeShift = -10.0% + Volume = 80.0% Limit = 3 Priority = NORMAL Type = WORLD SHROUDED EVERYONE @@ -7760,9 +7760,9 @@ AudioEvent SpectreHowitzerWeapon Sounds = bstrweaa bstrweab Control = INTERRUPT RANDOM PitchShift = -5.0 5.0 - VolumeShift = -10% + VolumeShift = -10.0% Limit = 2 - Volume = 70% + Volume = 70.0% Priority = NORMAL Type = WORLD SHROUDED EVERYONE End diff --git a/GeneralsZH/Data/INI/Speech.ini b/GeneralsZH/Data/INI/Speech.ini index 835a7b6..26a9b76 100644 --- a/GeneralsZH/Data/INI/Speech.ini +++ b/GeneralsZH/Data/INI/Speech.ini @@ -36,58 +36,58 @@ ; GLA DialogEvent EvaGLA_AllyUnderAttack Filename = egallyu.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BaseDefensesOffLine Filename = egbasof.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BeaconDetected Filename = egbeaco.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BuildingDisabled Filename = egbuiof.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BuildingEnabled Filename = egbuion.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_BuildingStolen Filename = egbuist.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_CashStolen Filename = eglcashs.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_GeneralLevelUp Filename = eglevel.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_IncomingAnthrax Filename = egdeant.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_IncomingDaisyCutter Filename = egdedai.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_IncomingEmpPulse Filename = egdeemp.wav - Volume = 90% + Volume = 90.0% End DialogEvent EvaGLA_IncomingFuelAirBomb @@ -732,13 +732,13 @@ End DialogEvent CameraFXIn Filename = ccamfxin.wav - Volume = 80% + Volume = 80.0% Type = UI End DialogEvent CameraFXOut Filename = ccamfxou.wav - Volume = 80% + Volume = 80.0% Type = UI End @@ -746,7 +746,7 @@ DialogEvent CameraSwitch Filename = ccamswit.wav MinRange = 100.0 MaxRange = 500.0 - Volume = 75% + Volume = 75.0% Type = UI End @@ -754,55 +754,55 @@ DialogEvent CameraFXRotate Filename = ccamfxro.wav MinRange = 100.0 MaxRange = 500.0 - Volume = 100% + Volume = 100.0% Type = UI End DialogEvent UI_AllCheerSound Filename = ucheer.wav - Volume = 70% + Volume = 70.0% Type = UI End DialogEvent CameraColorize Filename = ccoloriz.wav - Volume = 80% + Volume = 80.0% Type = UI End DialogEvent CameraRadioChatter Filename = cradio01.wav - Volume = 50% + Volume = 50.0% Type = UI End DialogEvent Cin_Psychfx02 Filename = cpsych02.wav - Volume = 90% + Volume = 90.0% Type = UI End DialogEvent UI_MenuGeneralMouseOver Filename = ugensela.wav - Volume = 30% + Volume = 30.0% Type = UI PLAYER End DialogEvent Cin_Psychfx01 Filename = cpsych01.wav - Volume = 90% + Volume = 90.0% Type = UI PLAYER End DialogEvent ZoomFX Filename = czoomfx1.wav - Volume = 90% + Volume = 90.0% Type = UI End DialogEvent SpyCameraDrama Filename = cspydram.wav - Volume = 75% + Volume = 75.0% Type = UI End @@ -810,43 +810,43 @@ End DialogEvent Cin_BridgeDemoChargeExplosion Filename = cbriexpa.wav Priority = HIGH - Volume = 80% + Volume = 80.0% End DialogEvent Cin_TrainBridgeExplosion Filename = ctraexpl.wav Priority = HIGH - Volume = 80% + Volume = 80.0% End DialogEvent Cin_TrainCrash Filename = ctracras.wav Priority = HIGH - Volume = 100% + Volume = 100.0% End DialogEvent Cin_JetFlyOverHead Filename = cjetflya.wav Priority = HIGH - Volume = 80% + Volume = 80.0% End DialogEvent Cin_SquadronFlyBy01 Filename = csquflya.wav Priority = HIGH - Volume = 90% + Volume = 90.0% End DialogEvent Cin_SquadronFlyBy02 Filename = csquflya.wav Priority = HIGH - Volume = 90% + Volume = 90.0% End DialogEvent WelcomeToGeneralsOnline Filename = euonline.wav Priority = HIGH - Volume = 90% + Volume = 90.0% End @@ -10472,13 +10472,13 @@ End DialogEvent Cinx_JetDiveBombsStereo Filename = cjetdiva.wav - Volume = 100% + Volume = 100.0% Type = UI End DialogEvent Cinx_JetTakeOffStereo Filename = cjettaka.wav - Volume = 100% + Volume = 100.0% Type = UI End @@ -10487,25 +10487,25 @@ End DialogEvent Cinx_CruiseRightLeftStereo Filename = ccruise01.wav - Volume = 100% + Volume = 100.0% Type = UI End DialogEvent Cinx_CruiseTopDownStereo Filename = ccruise02.wav - Volume = 100% + Volume = 100.0% Type = UI End DialogEvent Cinx_CruiseOverheadStereo Filename = ccruise03.wav - Volume = 100% + Volume = 100.0% Type = UI End DialogEvent Cinx_CruiseFinalKillStereo Filename = ccruise04.wav - Volume = 100% + Volume = 100.0% Type = UI End @@ -10514,19 +10514,19 @@ End DialogEvent Cinx_PlaneTakeOffStereo Filename = cplane01.wav - Volume = 100% + Volume = 100.0% Type = UI End DialogEvent Cinx_PlaneTakeOff2Stereo Filename = cplane02.wav - Volume = 100% + Volume = 100.0% Type = UI End DialogEvent Cinx_PlaneLandStereo Filename = cplane03.wav - Volume = 100% + Volume = 100.0% Type = UI End diff --git a/GeneralsZH/Data/INI/Voice.ini b/GeneralsZH/Data/INI/Voice.ini index 5a07c8e..6a5b7e7 100644 --- a/GeneralsZH/Data/INI/Voice.ini +++ b/GeneralsZH/Data/INI/Voice.ini @@ -15,15 +15,15 @@ AudioEvent RangerVoiceSelect Sounds = iransea iranseb iransec iransee iransef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCreate Sounds = iranseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -31,29 +31,29 @@ End AudioEvent RangerVoiceMove Sounds = iranmoa iranmob iranmoc iranmod iranmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceAttack Sounds = iranata iranatb iranatc iranatd iranate iranatf iranatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCapture Sounds = irancaa irancab irancac irancad irancae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceCaptureComplete Sounds = irancoa irancob irancoc irancod Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -61,52 +61,52 @@ AudioEvent RangerVoiceClearBuilding Sounds = irancla iranclb iranclc irancl Control = RANDOM Limit = 1 - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceSubdue Sounds = iransba iransbb iransbc iransbd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceGarrison Sounds = irangaa irangab irangac irangad Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceSurrender Sounds = iransua iransub iransuc Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD SHROUDED EVERYONE End AudioEvent RangerVoiceFear Sounds = iranfea iranfeb iranfec iranfed iranfee iranfef iranfeg Control = RANDOM - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% Type = WORLD SHROUDED PLAYER End AudioEvent RangerVoiceBaseAttack Sounds = iranbaa iranbab iranbac iranbad Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RangerVoiceUpgradeFlashBangGrenades Sounds = iranu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -116,23 +116,23 @@ AudioEvent RangerVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - VolumeShift = -20% - Volume = 100% + VolumeShift = -20.0% + Volume = 100.0% Type = WORLD VOICE EVERYONE End AudioEvent RangerVoiceBuildingStolen Sounds = iranbsa iranbsb iranbsc Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RangerVoiceModeFlashBang Sounds = iranmfa iranmfb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -140,7 +140,7 @@ End AudioEvent RangerVoiceModeGun Sounds = iranmga iranmgb iranmgc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -148,7 +148,7 @@ End AudioEvent RangerVoiceLaugh Sounds = iranlaa iranlab iranlac Control = RANDOM - Volume = 100% + Volume = 100.0% Type = WORLD SHROUDED PLAYER End @@ -160,15 +160,15 @@ End AudioEvent MissileDefenderVoiceSelect Sounds = imisseb imissec imissed imissee imissef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceCreate Sounds = imissea ; imissef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -176,28 +176,28 @@ End AudioEvent MissileDefenderVoiceMove Sounds = imismoa imismob imismoc imismod imismoe imismof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceAttack Sounds = imisata imisatb imisatc imisatd imisate imisatf imisatg imisath Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceGarrison Sounds = imisgaa imisgab imisgac imisgad Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceModeLaser Sounds = imismla imismlb ; imislc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -205,23 +205,23 @@ End AudioEvent MissileDefenderVoiceAttackLaser Sounds = imisa2a imisa2b imisa2c imisa2d Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MissileDefenderVoiceFear Sounds = imisfea imisfeb imisfec Control = RANDOM - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% Type = WORLD SHROUDED PLAYER End AudioEvent MissileDefenderVoiceSurrender Sounds = imissua imissuc ; imissub Control = RANDOM - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -231,8 +231,8 @@ AudioEvent MissileDefenderVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -241,15 +241,15 @@ End AudioEvent CrusaderTankVoiceSelect Sounds = vcrusea vcruseb vcrusec vcrused vcrusee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceCreate Sounds = vcrusef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -257,35 +257,35 @@ End AudioEvent CrusaderTankVoiceMove Sounds = vcrumoa vcrumob vcrumoc vcrumod vcrumoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceAttack Sounds = vcruata vcruatb vcruatc vcruatd vcruate vcruatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceCrush Sounds = vcrucra vcrucrb vcrucrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceUpgradeCompositeArmor Sounds = vcruu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceDrone Sounds = vcrudra vcrudrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -294,15 +294,15 @@ End AudioEvent TomahawkVoiceSelect Sounds = vtomseb vtomsec vtomsed vtomsee vtomsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceCreate Sounds = vtomsea Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -310,42 +310,42 @@ End AudioEvent TomahawkVoiceMove Sounds = vtommoa vtommob vtommoc vtommod vtommoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceAttack Sounds = vtomata vtomatb vtomatc vtomatd vtomate vtomatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceCrush Sounds = vtomcra vtomcrb vtomcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceDrone Sounds = vtomdra vtomdrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceUpgradeWaypointTargeting Sounds = vtomu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TomahawkVoiceModeWaypoint Sounds = vtommwa vtommwb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -358,7 +358,7 @@ AudioEvent RaptorVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -367,8 +367,8 @@ AudioEvent RaptorVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -379,7 +379,7 @@ AudioEvent RaptorVoiceMove Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -388,7 +388,7 @@ AudioEvent RaptorVoiceAttackAir Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -397,7 +397,7 @@ AudioEvent RaptorVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -406,8 +406,8 @@ AudioEvent RaptorVoiceLowFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -416,7 +416,7 @@ AudioEvent RaptorVoiceUpgradeFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -425,7 +425,7 @@ AudioEvent RaptorVoiceUpgradeLaserGuidedMissiles Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -434,7 +434,7 @@ AudioEvent RaptorVoiceAirPatrol Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -443,8 +443,8 @@ AudioEvent RaptorVoiceFalling Control = RANDOM ; Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f gradio1g ; Decay = gradio3a gradio3b gradio3c gradio3d gradio3e gradio3f gradio3g - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -458,7 +458,7 @@ AudioEvent ComancheVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -467,8 +467,8 @@ AudioEvent ComancheVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -478,7 +478,7 @@ AudioEvent ComancheVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -487,7 +487,7 @@ AudioEvent ComancheVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -496,7 +496,7 @@ AudioEvent ComancheVoiceAttackRocket Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -505,15 +505,15 @@ AudioEvent ComancheVoiceUpgradeRocketPods Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Sounds = vcomu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ComancheVoiceFalling Sounds = vcomfaa vcomfab vcomfac vcomfad vcomfae Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -522,7 +522,7 @@ AudioEvent ComancheVoiceModeRocketPods Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Sounds = vcoma2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -530,8 +530,8 @@ End AudioEvent ComancheVoiceDie Sounds = vcomfaa vcomfab vcomfac vcomfad vcomfae Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -544,7 +544,7 @@ AudioEvent ChinookVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -553,8 +553,8 @@ AudioEvent ChinookVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -564,7 +564,7 @@ AudioEvent ChinookVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -573,7 +573,7 @@ AudioEvent ChinookVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -582,7 +582,7 @@ AudioEvent ChinookVoiceCombatDrop Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -591,7 +591,7 @@ AudioEvent ChinookVoiceUnload Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -600,7 +600,7 @@ AudioEvent ChinookVoiceSupply Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -609,16 +609,16 @@ AudioEvent ChinookVoiceSuppliesDepleted Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent ChinookVoiceFalling Sounds = vchifac vchifad vchifae vchifaf ; vchifaa vchifab Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -630,7 +630,7 @@ AudioEvent AuroraBomberVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -640,8 +640,8 @@ AudioEvent AuroraBomberVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -651,7 +651,7 @@ AudioEvent AuroraBomberVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -660,7 +660,7 @@ AudioEvent AuroraBomberVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -669,7 +669,7 @@ AudioEvent AuroraBomberVoiceSuperSonic Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -678,7 +678,7 @@ AudioEvent AuroraBomberVoiceModeSuperSonic Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -688,16 +688,16 @@ AudioEvent AuroraBomberVoiceLowFuel Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent AuroraBomberVoiceFalling Sounds = vaurfaa vaurfab vaurfac Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -706,8 +706,8 @@ AudioEvent AuroraBomberVoiceUpgradeBuster Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -718,15 +718,15 @@ End AudioEvent AmbulanceVoiceSelect Sounds = vambsea vambseb vambsec vambsed vambsee vambsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceCreate Sounds = vambseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -734,28 +734,28 @@ End AudioEvent AmbulanceVoiceMove Sounds = vambmoa vambmob vambmoc vambmod vambmoe vambmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceHeal Sounds = vambhea vambheb vambhec vambhed vambhee vambhef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceDetox Sounds = vambdea vambdeb vambdec vambded Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceModeDetox Sounds = ; vambmda vambmdb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -763,14 +763,14 @@ End AudioEvent AmbulanceVoiceDrone Sounds = vambdra vambdrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AmbulanceVoiceCrush Sounds = vambcra vambcrb vambcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -781,15 +781,15 @@ End AudioEvent HumveeVoiceSelect Sounds = vhumsea vhumseb vhumsef vhulsec ; vhumsec vhumsed vhumsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceCreate Sounds = vhumseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -797,49 +797,49 @@ End AudioEvent HumveeVoiceMove Sounds = vhummoa vhummob vhummod vhummoe vhummof vhulmob vhulmoa ; vhummoc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceAttack Sounds = vhumata vhumatb vhumatc vhumatd vhumate vhumatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceAttackTOW Sounds = vhuma2a vhuma2b vhuma2c vhuma2d vhuma2e vhula2a vhula2b vhula2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceDrone Sounds = vhumdra vhumdrb vhumdrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceCrush Sounds = vhumcra vhumcrb vhumcrc vhumcrd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceUpgradeTowMissiles Sounds = vhumu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HumveeVoiceUnload Sounds = vhumuna vhumunb vhumhunc vhumund Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -849,15 +849,15 @@ End AudioEvent ColonelBurtonVoiceSelect Sounds = icolsea icolseb icolsec icolsee icolsef icolseg icolseh Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceCreate Sounds = icolsei Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -865,43 +865,43 @@ End AudioEvent ColonelBurtonVoiceMove Sounds = icolmoa icolmob icolmoc icolmod icolmoe icolclb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceAttack Sounds = icolata icolatb icolatc icolatd icolate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceAttackKnife Sounds = icola2a icola2b icola2c icola2d icola2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceClimb Sounds = icolcla icolclb icolclc icolcld Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceGarrison Sounds = icolgaa icolgab icolgac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoiceFear Sounds = icolfea icolfeb icolfec icolfed icolfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -910,8 +910,8 @@ AudioEvent ColonelBurtonVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -920,7 +920,7 @@ End AudioEvent ColonelBurtonVoiceModeKnife Sounds = icolmka Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -928,7 +928,7 @@ End AudioEvent ColonelBurtonVoiceModeTimedCharge Sounds = icolmtb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -936,7 +936,7 @@ End AudioEvent ColonelBurtonVoiceModeRemoteCharge Sounds = icolmra Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -945,14 +945,14 @@ End AudioEvent ColonelBurtonVoicePlantTimedCharge Sounds = icola3a icola3b icola3c icola3d icola3e icola3f Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ColonelBurtonVoicePlantRemoteCharge Sounds = icola3a icola3b icola3c icola3d icola3e icola3f Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -960,7 +960,7 @@ End ; AudioEvent ColonelBurtonVoiceDemoChargeTaunt ; Sounds = ; Control = RANDOM -; Volume = 80% +; Volume = 80.0% ; Type = UI VOICE PLAYER ; End @@ -971,15 +971,15 @@ End AudioEvent DozerUSAVoiceSelect Sounds = vdousea vdouseb vdousec vdoused vdousee vdousef vdouseg vdouseh vdousei Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceCreate Sounds = vdousej Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -987,14 +987,14 @@ End AudioEvent DozerUSAVoiceMove Sounds = vdoumoa vdoumob vdoumoc vdoumoe vdoumof vdoumog ; vdoumod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceCrush Sounds = vdoucra vdoucrb vdoucrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1002,29 +1002,29 @@ End AudioEvent DozerUSAVoiceBuild Sounds = vdoubua vdoubub vdoubuc vdoubud vdoubue Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceBuildNot Sounds = vdounoa vdounob vdounoc vdounod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceRepair Sounds = vdourea vdoureb vdourec vdoured vdouree Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerUSAVoiceBuildComplete Sounds = vdoucoa vdoucob vdoucoc Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Priority = HIGH Type = WORLD PLAYER GLOBAL End @@ -1033,7 +1033,7 @@ End AudioEvent DozerUSAVoiceClearMine Sounds = vdoucla vdouclb vdouclc vdoucld vdoucle Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1042,15 +1042,15 @@ End AudioEvent PaladinTankVoiceSelect Sounds = vpalsea vpalseb vpalsec vpalsed vpalsee vpalsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceCreate Sounds = vpalseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1058,28 +1058,28 @@ End AudioEvent PaladinTankVoiceMove Sounds = vpalmoa vpalmob vpalmoc vpalmod vpalmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceAttack Sounds = vpalata vpalatb vpalatc vpalatd vpalate ; vpalatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceCrush Sounds = vpalcra vpalcrb vpalcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PaladinTankVoiceDrone Sounds = vpaldra vpaldrb vpaldrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1090,15 +1090,15 @@ End AudioEvent PathfinderVoiceSelect Sounds = ipatsea ipatseb ipatsec ipatsed ipatsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceCreate Sounds = ipatsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1106,37 +1106,37 @@ End AudioEvent PathfinderVoiceMove Sounds = ipatmoa ipatmob ipatmoc ipatmod ipatmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceAttack Sounds = ipatata ipatatb ipatatc ipatatd ipatate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceSurrender Sounds = ipatsua ipatsub ipatsuc Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent PathfinderVoiceGarrison Sounds = ipatgaa ipatgab ipatgac ipatgad Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PathfinderVoiceFear Sounds = ipatfea ipatfeb ipatfec ipatfed ipatfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1146,8 +1146,8 @@ AudioEvent PathfinderVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD SHROUDED EVERYONE End @@ -1159,7 +1159,7 @@ AudioEvent StealthFighterVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1168,8 +1168,8 @@ AudioEvent StealthFighterVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1179,7 +1179,7 @@ AudioEvent StealthFighterVoiceMove Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1188,7 +1188,7 @@ AudioEvent StealthFighterVoiceAttackAir Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1197,7 +1197,7 @@ AudioEvent StealthFighterVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1206,8 +1206,8 @@ AudioEvent StealthFighterVoiceLowFuel Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Priority = HIGH Type = WORLD PLAYER GLOBAL End @@ -1217,7 +1217,7 @@ AudioEvent StealthFighterVoiceAirPatrol Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1225,8 +1225,8 @@ End AudioEvent StealthFighterVoiceFalling Sounds = vstefaa vstefab vstefac Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1236,45 +1236,45 @@ End AudioEvent PilotVoiceSelect Sounds = ipilsea ipilseb ipilsec ipilsed ipilsee ipilsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PilotVoiceMove Sounds = ipilmoa ipilmob ipilmoc ipilmod ipilmoe ipilmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PilotVoiceEnter Sounds = ipilena ipilenb ipilenc ipilend ipilene Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent PilotVoiceEject Sounds = ipileja Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End AudioEvent PilotVoiceFear Sounds = ipilfea ipilfeb ipilfec ipilfed ipilfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End AudioEvent PilotVoiceSurrender Sounds = ipilsua ipilsub ipilsuc Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -1284,7 +1284,7 @@ AudioEvent PilotVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% + Volume = 90.0% Type = WORLD SHROUDED EVERYONE End @@ -1293,15 +1293,15 @@ End AudioEvent POWTruckUSAVoiceSelect Sounds = vpousea vpouseb vpousec vpoused vpousee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceCreate Sounds = vpousef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1309,28 +1309,28 @@ End AudioEvent POWTruckUSAVoiceMove Sounds = vpoumoa vpoumob vpoumoc vpoumod vpoumoe vpoumof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoicePickup Sounds = vpoupia vvpoupib vpoupic vpoupid vpoupie Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceReturn Sounds = vpourea vpoureb vpourec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckUSAVoiceCrush Sounds = vpoucra vpoucrb vpoucrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1342,15 +1342,15 @@ End AudioEvent RedGuardVoiceSelect Sounds = iredsea iredseb iredsec iredsed iredsee iredsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceCreate Sounds = iredseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1358,14 +1358,14 @@ End AudioEvent RedGuardVoiceMove Sounds = iredmoa iredmob iredmoc iredmod iredmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceAttack Sounds = iredata iredatb iredatc iredatd iredate iredatf iredatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1374,21 +1374,21 @@ End AudioEvent RedGuardVoiceAttackBayonet Sounds = iredata iredatc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceSubdue Sounds = iredsba iredsbb iredsbc iredsbd iredsbe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceCapture Sounds = iredcaa iredcab iredcac iredcad iredcae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1396,36 +1396,36 @@ AudioEvent RedGuardVoiceCaptureComplete Sounds = iredcoa iredcoc iredcod iredcoe ; iredcob Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent RedGuardVoiceGarrison Sounds = iredgaa iredgab iredgac iredgad iredgae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceUpgradeNationalism Sounds = iredu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceUpgradeStunBullets Sounds = iredu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedGuardVoiceModeGun Sounds = iredmga iredmgb iredmgc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1434,8 +1434,8 @@ AudioEvent RedGuardVoiceBaseAttack Sounds = iredbaa iredbab iredbac iredbad Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End @@ -1443,8 +1443,8 @@ AudioEvent RedGuardVoiceLaugh Sounds = iredla iredlab iredlac Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End @@ -1452,8 +1452,8 @@ AudioEvent Cin_RedGuardVoiceLaugh Sounds = iredlab Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End @@ -1461,24 +1461,24 @@ AudioEvent RedGuardVoiceBuildingStolen Sounds = iredbsa iredbsb iredbsc Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RedGuardVoiceSurrender Sounds = iredsua iredsub iredsuc iredsud iredsue Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent RedGuardVoiceFear Sounds = iredfea iredfeb iredfec iredfed iredfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1487,8 +1487,8 @@ AudioEvent RedGuardVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1499,15 +1499,15 @@ End AudioEvent TankHunterVoiceSelect Sounds = itansea itanseb itansec itansed itansee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceCreate Sounds = itansef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1515,14 +1515,14 @@ End AudioEvent TankHunterVoiceMove Sounds = itanmoa itanmob itanmoc itanmod itanmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceGarrison Sounds = itanmoa itanmob itanmoc itanmod itanmoe Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End @@ -1530,30 +1530,30 @@ End AudioEvent TankHunterVoiceAttack Sounds = itanata itanatb itanatc itanatd itanate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceTNT Sounds = itana2a itana2b itana2c itana2d Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent TankHunterVoiceSurrender Sounds = itansua itansub itansuc Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent TankHunterVoiceFear Sounds = itanfea itanfeb itanfec itanfed itanfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1562,8 +1562,8 @@ AudioEvent TankHunterVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1574,15 +1574,15 @@ End AudioEvent BattleMasterTankVoiceSelect Sounds = vbatsea vbatseb vbatsec vbatsed vbatsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceCreate Sounds = vbatsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1590,35 +1590,35 @@ End AudioEvent BattleMasterTankVoiceMove Sounds = vbatmoa vbatmob vbatmoc vbatmod vbatmoe vbatmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceAttack Sounds = vbatata vbatatb vbatatc vbatatd vbatate vbatatf vbatcrb vbatcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeNuclear Sounds = vbatu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeDepleted Sounds = vbatu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceCrush Sounds = vbatcra vbatcrb vbatcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1628,15 +1628,15 @@ End AudioEvent InfernoCannonVoiceSelect Sounds = vinfsea vinfseb vinfsec vinfsed vinfsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceCreate Sounds = vinfsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1644,21 +1644,21 @@ End AudioEvent InfernoCannonVoiceMove Sounds = vinfmoa vinfmob vinfmoc vinfmod vinfmoe vinfmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceAttack Sounds = vinfata vinfatb vinfatc vinfatd vinfate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent InfernoCannonVoiceCrush Sounds = vinfcra vinfcrb vinfcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1670,7 +1670,7 @@ AudioEvent MigVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1679,8 +1679,8 @@ AudioEvent MigVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1690,7 +1690,7 @@ AudioEvent MigVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1699,7 +1699,7 @@ AudioEvent MigVoiceAttackAir Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1708,7 +1708,7 @@ AudioEvent MigVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1717,7 +1717,7 @@ AudioEvent MigVoiceUpgradeMigArmor Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1726,8 +1726,8 @@ AudioEvent MigVoiceLowFuel Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -1736,15 +1736,15 @@ AudioEvent MigVoiceAirPatrol Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MigVoiceFalling Sounds = vmigfaa vmigfab vmigfac vmigfac vmigfad vmigfae Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1755,15 +1755,15 @@ End AudioEvent DragonTankVoiceSelect Sounds = vdrasea vdraseb vdrasec vdrased vdrasee vdrasef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceCreate Sounds = vdraseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1771,35 +1771,35 @@ End AudioEvent DragonTankVoiceMove Sounds = vdramoa vdramob vdramoc vdramod vdramoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceAttack Sounds = vdraata vdraatb vdraatc vdraatd vdraate vdraatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceCrush Sounds = vdramoa vdramob vdramoc vdramod vdramoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceFireStorm Sounds = vdraa2a vdraa2b vdraa2c vdraa2d Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DragonTankVoiceModeFireStorm Sounds = ; vdramfa vdramfb vdramfc vdramfd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1807,7 +1807,7 @@ End AudioEvent DragonTankVoiceUpgradeBlackNapalm Sounds = vdrau1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1819,15 +1819,15 @@ End AudioEvent HackerVoiceSelect Sounds = ihacsea ihacseb ihacsec ihacsed ihacsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HackerVoiceCreate Sounds = ihacsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1835,14 +1835,14 @@ End AudioEvent HackerVoiceMove Sounds = ihacmoa ihacmob ihacmoc ihacmod ihacmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HackerVoiceGarrison Sounds = ihacmoa ihacmob ihacmoc ihacmod ihacmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -1850,14 +1850,14 @@ End AudioEvent HackerVoiceHack Sounds = ihacata ihacatb ihacatc ihacatd ihacate ihacatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HackerVoiceModeHack Sounds = ihacmha ihacmhb ihacmhc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1866,15 +1866,15 @@ AudioEvent HackerVoiceHackComplete Sounds = ihaccoa Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent HackerVoiceModeInternet Sounds = ihaca2a ihaca2b ihaca2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1882,16 +1882,16 @@ End AudioEvent HackerVoiceSurrender Sounds = ihacsua ihacsub Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent HackerVoiceFear Sounds = ihacfea ihacfeb ihacfec ihacfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -1900,8 +1900,8 @@ AudioEvent HackerVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -1913,15 +1913,15 @@ End AudioEvent TroopCrawlerVoiceSelect Sounds = vtrosea vtroseb vtrosec vtrosed vtrosee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceCreate Sounds = vtrosef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1929,42 +1929,42 @@ End AudioEvent TroopCrawlerVoiceMove Sounds = vtromoa vtromob vtromoc vtromod vtromoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceAttack Sounds = vtroata vtroatb vtroatc vtroatd vtroate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceCrush Sounds = vtrocra vtrocrb vtrocrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceUnload Sounds = vtrouna vtrounb vtrounc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceAssault Sounds = vtroata vtroatb vtroatc vtroatd vtroate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TroopCrawlerVoiceModeAssault Sounds = vtromaa vtromab Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -1977,15 +1977,15 @@ End AudioEvent OverlordTankVoiceSelect Sounds = vovesea voveseb vovesec vovesee vovesef voveseg vovecra ; vovesed Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceCreate Sounds = vovesed Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -1993,35 +1993,35 @@ End AudioEvent OverlordTankVoiceMove Sounds = vovemoa vovemob vovemoc vovemod vovemoe vovemof vovemog Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceAttack Sounds = voveata voveatb voveatc voveate voveatf voveatg vovecrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceCrush Sounds = vovecra vovecrb vovecrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceUnload Sounds = voveunb ; voveuna voveunc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankVoiceModeBunker Sounds = voveu1a Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2029,7 +2029,7 @@ End AudioEvent OverlordTankVoiceModeSpeakerTower Sounds = voveu2a Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2037,7 +2037,7 @@ End AudioEvent OverlordTankVoiceModeGattling Sounds = voveu3a Control = RANDOM - Volume = 90% + Volume = 90.0% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -2046,14 +2046,14 @@ End AudioEvent OverlordTankBunkerVoiceCreate Sounds = voveu1b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent OverlordTankGattlingCannonVoiceCreate Sounds = voveu3b Control = RANDOM - Volume = 80% + Volume = 80.0% Priority = HIGH Type = UI VOICE PLAYER End @@ -2061,7 +2061,7 @@ End AudioEvent OverlordTankPropagandaTowerVoiceCreate Sounds = voveu2b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2071,15 +2071,15 @@ End AudioEvent GattlingTankVoiceSelect Sounds = vgatsea vgatseb vgatsed vgatsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceCreate Sounds = vgatsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2087,35 +2087,35 @@ End AudioEvent GattlingTankVoiceMove Sounds = vgatmoa vgatmob vgatmoc vgatmoe ; vgatmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceAttack Sounds = vgatata vgatatb vgatatc vgatatd vgatate Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceCrush Sounds = vgatcra vgatcrb vgatcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceUpgrade Sounds = vgatu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent GattlingTankVoiceRapid Sounds = vgatraa vgatrab vgatrac Control = RANDOM - Volume = 110% + Volume = 110.0% Type = WORLD PLAYER Limit = 1 End @@ -2126,15 +2126,15 @@ End AudioEvent BlackLotusVoiceSelect Sounds = iblasea iblaseb iblasec iblased iblasee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BlackLotusVoiceCreate Sounds = iblasef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2142,21 +2142,21 @@ End AudioEvent BlackLotusVoiceMove Sounds = iblamoa iblamob iblamoc iblamod iblamoe iblamof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End ; AudioEvent BlackLotusVoiceAttack ; Sounds = iblaata iblaatb iblaatc iblaate iblaatf iblaatg ; Control = RANDOM -; Volume = 90% +; Volume = 90.0% ; Type = UI VOICE PLAYER ; End AudioEvent BlackLotusVoiceModeBuilding Sounds = iblamba iblambb iblambc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2164,7 +2164,7 @@ End AudioEvent CINE_U03_BlackLotusVoiceModeBuilding Sounds = iblambc iblambc iblambc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2172,7 +2172,7 @@ End AudioEvent BlackLotusVoiceHackBuilding Sounds = iblahaa iblahab iblahac iblahad iblahae iblahaf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2180,15 +2180,15 @@ AudioEvent BlackLotusVoiceCaptureComplete Sounds = iblacoa Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent BlackLotusVoiceModeVehicle Sounds = iblamva iblamvb iblamvc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2196,7 +2196,7 @@ End AudioEvent BlackLotusVoiceHackVehicle Sounds = iblah2a iblah2b iblah2c iblah2d iblah2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2204,8 +2204,8 @@ AudioEvent BlackLotusVoiceDisableComplete Sounds = iblac2a Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -2213,7 +2213,7 @@ End AudioEvent BlackLotusVoiceModeCash Sounds = iblamma iblammb iblammc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2221,7 +2221,7 @@ End AudioEvent BlackLotusVoiceHackCash Sounds = iblah3a iblah3d ; iblah3e iblah3c iblah3b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2229,16 +2229,16 @@ End AudioEvent BlackLotusVoiceCashComplete Sounds = iblah3e - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent BlackLotusVoiceFear Sounds = iblafea iblafeb iblafec iblafed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -2247,8 +2247,8 @@ AudioEvent BlackLotusVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -2258,15 +2258,15 @@ End AudioEvent SupplyTruckVoiceSelect Sounds = vsupsea vsupseb vsupsec vsupsed vsupsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceCreate Sounds = vsupsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2274,22 +2274,22 @@ End AudioEvent SupplyTruckVoiceMove Sounds = vsupmoa vsupmob vsupmoc vsupmod vsupmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceSupply Sounds = vsupspa vsupspb vsupspc vsupspd vsupspe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SupplyTruckVoiceSuppliesDepleted Sounds = vsupsda vsupsdb vsupsdc vsupsdd Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2298,7 +2298,7 @@ End AudioEvent SupplyTruckVoiceCrush Sounds = vsupcra vsupcrb vsupcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2308,15 +2308,15 @@ End AudioEvent DozerChinaVoiceSelect Sounds = vdocsea vdocseb vdocsec vdocsed vdocsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceCreate Sounds = vdocsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2324,21 +2324,21 @@ End AudioEvent DozerChinaVoiceMove Sounds = vdocmoa vdocmob vdocmoc vdocmod vdocmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceBuild Sounds = vdocbua vdocbub vdocbuc vdocbud vdocbuf ; vdocbue Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceBuildNot Sounds = vdocnoa vdocnob vdocnoc vdocnod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2346,29 +2346,29 @@ AudioEvent DozerChinaVoiceBuildComplete Sounds = vdoccoa vdoccob vdoccoc vdoccod Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent DozerChinaVoiceRepair Sounds = vdocrea vdocreb vdocrec vdocred Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceCrush Sounds = vdoccra vdoccrb vdoccrc vdoccrd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DozerChinaVoiceClearMine Sounds = vdoccla vdocclb vdocdlc vdoccld Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2377,15 +2377,15 @@ End AudioEvent NukeCannonVoiceSelect Sounds = vnuksea vnukseb vnuksed vnuksee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceCreate Sounds = vnuksef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2393,35 +2393,35 @@ End AudioEvent NukeCannonVoiceMove Sounds = vnukmob vnukmoc vnukmod vnukmoe ; vnukmoa Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceAttack Sounds = vnukata vnukatb vnukatc vnukatd vnukate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceDeploy Sounds = vnukdea vnukdeb vnukdec Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceUnDeploy Sounds = vnukd2a vnukd2b vnuk2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent NukeCannonVoiceCrush Sounds = vnukmoc vnukmoe Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End @@ -2431,15 +2431,15 @@ End AudioEvent POWTruckChinaVoiceSelect Sounds = vpocsed vpocsee vpocred ; vpocsea vpocseb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceCreate Sounds = vpocsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2447,35 +2447,35 @@ End AudioEvent POWTruckChinaVoiceMove Sounds = vpocmoa vpocmoc vpocmoe vpocpia vpocpid ; vpocmob vpocmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoicePickup Sounds = vpocpib vpocpic vpocpie Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceReturn Sounds = vpocrea vpocreb vpocrec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceUpgradeSubliminal Sounds = vpocu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckChinaVoiceCrush Sounds = vpoccra vpoccrb vpoccrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2485,15 +2485,15 @@ End AudioEvent RebelVoiceSelect Sounds = irebsea irebseb irebsec irebsed irebsee irebsef irebseg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceCreate Sounds = irebseh Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2501,21 +2501,21 @@ End AudioEvent RebelVoiceMove Sounds = irebmoa irebmob irebmoc irebmod irebmoe irebmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceAttack Sounds = irebata irebatb irebatc irebatd irebate irebatf irebatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceCapture Sounds = irebcaa irebcab irebcac irebcad irebcae irebcaf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2523,68 +2523,68 @@ AudioEvent RebelVoiceCaptureComplete Sounds = irebcoa irebcob ; irebcoc irebcod Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent RebelVoiceSubdue Sounds = irebsba irebsbb irebsbc irebsbd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceGarrison Sounds = irebgaa irebgab irebgac irebgad irebgae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceLaugh Sounds = ireblaa ireblab ireblac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceSurrender Sounds = irebsua irebsub irebsuc irebsud irebsue Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent RebelVoiceFear Sounds = irebfea irebfeb irebfec irebfed irebfee irebfef Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End AudioEvent RebelVoiceBaseAttack Sounds = irebbaa irebbab irebbac irebbad Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RebelVoiceBuildingStolen Sounds = irebbsa irebbsb irebbsc Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD GLOBAL PLAYER End AudioEvent RebelVoiceModeTranquilizers Sounds = irebmta irebmtb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2592,7 +2592,7 @@ End AudioEvent RebelVoiceModeGun Sounds = irebmga irebmgb irebmgc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2600,21 +2600,21 @@ End AudioEvent RebelVoiceUpgradeAPBullets Sounds = irebu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeCamouflage Sounds = irebu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeTranqDarts Sounds = irebmtc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2625,8 +2625,8 @@ AudioEvent RebelVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD SHROUDED EVERYONE End @@ -2634,7 +2634,7 @@ End AudioEvent RebelVoiceModeBoobyTrap Sounds = irebu5a irebu5b irebu5c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2642,7 +2642,7 @@ End AudioEvent RebelVoiceBoobyTrapInstall Sounds = ireba2a ireba2b ireba2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2653,15 +2653,15 @@ End AudioEvent TerroristVoiceSelect Sounds = itersea iterseb itersec itersee itersef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceCreate Sounds = iterseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2669,36 +2669,36 @@ End AudioEvent TerroristVoiceMove Sounds = itermoa itermob itermoc itermoe itermof itermog ; itermod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceAttack Sounds = iterata iteratb iteratc iteratd iterate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceEnter Sounds = itermoa itermob itermoc itermoe itermof itermog Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceEnterHostile Sounds = itera2a itera2b itera2c itera2d itera2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TerroristVoiceFear Sounds = iterfea iterfeb iterfec iterfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -2708,8 +2708,8 @@ AudioEvent TerroristVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -2718,21 +2718,21 @@ End AudioEvent CarBombVoiceSelect Sounds = vcarsea vcarseb vcarsec vcarsed vcarsee vcarsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CarBombVoiceMove Sounds = vcarmoa vcarmob vcarmoc vcarmod vcarmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CarBombVoiceAttack Sounds = vcarata vcaratb vcaratc vcaratd vcarate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2742,15 +2742,15 @@ End AudioEvent ScorpionTankVoiceSelect Sounds = vscosea vscoseb vscosec vscosed vscosee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceCreate Sounds = vscosef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2758,28 +2758,28 @@ End AudioEvent ScorpionTankVoiceMove Sounds = vscomoa vscomob vscomoc vscomod vscomoe vscomof ; vscomog Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceAttack Sounds = vscoata vscoatb vscoatc vscoatd vscoate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceAttackRocket Sounds = vscoa2a vsco2b vscoa2c vscoa2d vscoa2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceModeRocket Sounds = vscomra vscomrb vscomrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2787,28 +2787,28 @@ End AudioEvent ScorpionTankVoiceUpgradeRocket Sounds = vscou1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceUpgradeToxin Sounds = vscou2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceUpgradeJunkRepair Sounds = vscou3 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScorpionTankVoiceCrush Sounds = vscocra vscocrb vscocrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2819,15 +2819,15 @@ End AudioEvent RocketBuggyVoiceSelect Sounds = vrocsea vrocseb vrocsec vrocsed vrocsee vrocsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceCreate Sounds = vrocseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2835,35 +2835,35 @@ End AudioEvent RocketBuggyVoiceMove Sounds = vrocmoa vrocmob vrocmoc vrocmod vrocmoe vrocmof vroccrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceAttack Sounds = vrocata vrocatb vrocatc vrocatd vrocate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceUpgradeAmmo Sounds = vrocu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceUpgradeAPRockets Sounds = vrocu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RocketBuggyVoiceCrush Sounds = vroccra vroccrb vroccrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2874,15 +2874,15 @@ End AudioEvent RadarVanVoiceSelect Sounds = vradsea vradseb vradsec vradsed vradsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceCreate Sounds = vradsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2890,21 +2890,21 @@ End AudioEvent RadarVanVoiceMove Sounds = vradmoa vradmob vradmoc vradmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceCrush Sounds = vradcra vradcrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RadarVanVoiceUpgradeRadarScan Sounds = vradmoe - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2915,15 +2915,15 @@ End AudioEvent ToxinTractorVoiceSelect Sounds = vtoxsea vtoxseb vtoxsec vtoxsed vtoxsee vtoxsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceCreate Sounds = vtoxseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2931,28 +2931,28 @@ End AudioEvent ToxinTractorVoiceMove Sounds = vtoxmoa vtoxmob vtoxmoc vtoxmod vtoxmoe vtoxmof vtoxmog vtoxmoh Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceAttack Sounds = vtoxata vtoxatb vtoxatc vtoxatd vtoxate vtoxatf vtoxatg ; vtoxath Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceAttackContam Sounds = vtoxa2a vtoxa2b vtoxa2c vtoxa2d vtoxa2e vtoxa2f Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceModeContam Sounds = ; vtoxmca vtoxmcb vtoxmcc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -2960,14 +2960,14 @@ End AudioEvent ToxinTractorVoiceUpgradeAnthrax Sounds = vtoxu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceCrush Sounds = vtoxcra vtoxcrb vtoxcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -2977,15 +2977,15 @@ End AudioEvent TechnicalVoiceSelect Sounds = vtecsea vtecseb vtecsec vtecsed vtecsee vtecsef Control = RANDOM - Volume = 80% + Volume = 80.0% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceCreate Sounds = vtecath Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -2993,28 +2993,28 @@ End AudioEvent TechnicalVoiceMove Sounds = vtecmoa vtecmob vtecmoc vtecmod vtecmoe vteccrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceAttack Sounds = vtecata vtecatc vtecatd vtecate vtecatf vtecatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceSalvage Sounds = vtecsaa vtecsab vtecsac vtecsad vtecsae vtecatb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent TechnicalVoiceUnload Sounds = vtecuna vtecunb vtecunc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3022,7 +3022,7 @@ End AudioEvent TechnicalVoiceCrush Sounds = vtecmoa vtecmob vtecmoc vtecmod vtecmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3032,9 +3032,9 @@ AudioEvent TechnicalVoiceDie Control = RANDOM Priority = HIGH Limit = 2 - VolumeShift = -15% + VolumeShift = -15.0% PitchShift = -5.0 5.0 - Volume = 65% + Volume = 65.0% Type = WORLD SHROUDED EVERYONE End @@ -3044,15 +3044,15 @@ End AudioEvent BombTruckVoiceSelect Sounds = vbomsea vbomseb vbomsec vbomsed vbomsee vbomsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceCreate Sounds = vbomseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3060,28 +3060,28 @@ End AudioEvent BombTruckVoiceMove Sounds = vbommoa vbommob vbommoc vbommod vbommoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceAttack Sounds = vbomata vbomatb vbomatc vbomatd vbomate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceDisguise Sounds = vbomdsa vbomdsb vbomdsc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceModeDisguise Sounds = vbommda vbommdb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3089,7 +3089,7 @@ End AudioEvent BombTruckVoiceModeHiEx Sounds = vbommha Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3097,7 +3097,7 @@ End AudioEvent BombTruckVoiceModeBioBomb Sounds = vbommba Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3105,14 +3105,14 @@ End AudioEvent BombTruckVoiceUpgradeHiEx Sounds = vbomu2 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BombTruckVoiceUpgradeBioBomb Sounds = vbomu1 Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3122,15 +3122,15 @@ End AudioEvent QuadCannonVoiceSelect Sounds = vquasea vquaseb vquasec vquased vquasef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceCreate Sounds = vquasee Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3138,35 +3138,35 @@ End AudioEvent QuadCannonVoiceMove Sounds = vquamoa vquamob vquamoc vquamod vquamoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceAttack Sounds = vquaata vquaatb vquaatc vquaatd vquaate vquacrb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceAttackAir Sounds = vquaa2a vquaa2b vquaa2c vquaa2d vquaa2e vquaa2f Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceSalvage Sounds = vquasaa vquasab vquasac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent QuadCannonVoiceCrush Sounds = vquaacra vquacrb vquacrc vquacrd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3178,15 +3178,15 @@ End AudioEvent WorkerVoiceSelect Sounds = iworsea iworseb iworsec iworsed iworsee iworsef iworseg iworsei Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceCreate Sounds = iworseh Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3194,35 +3194,35 @@ End AudioEvent WorkerVoiceMove Sounds = iwormoa iwormob iwormoc iwormod iwormoe iwormof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceMoveUpgraded Sounds = iwormoa iwormob iwormoc iwormoe iwormof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceGarrison Sounds = iworga iworgab iworgac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceBuild Sounds = iworbua iworbub iworbuc iworbud iworbue iworbuf iworbug Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceBuildNot Sounds = iwornoa iwornob iwornoc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3230,8 +3230,8 @@ AudioEvent WorkerVoiceBuildComplete Sounds = iworcoa iworcob iworcoc iworcod Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -3239,43 +3239,43 @@ AudioEvent WorkerVoiceSuppliesDepleted Sounds = iworsda iworsdb iworsdc Control = RANDOM Priority = HIGH - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent WorkerVoiceRepair Sounds = iworre iworreb iworrec iworred iworree iworref Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceFortify Sounds = iworfoa iworfob iworfoc iworfod iworfoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceClearMine Sounds = iworcla iworclb iworclc iworcld iworcle iworclf iworclg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceSupply Sounds = iworspa iworspb iworspc iworspd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent WorkerVoiceUpgradeShoes Sounds = iworu1c ; iworu1a iworu1b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3285,8 +3285,8 @@ AudioEvent WorkerVoiceFear Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -3296,8 +3296,8 @@ AudioEvent WorkerVoiceSurrender Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3307,8 +3307,8 @@ AudioEvent WorkerVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3319,15 +3319,15 @@ End AudioEvent HijackerVoiceSelect Sounds = ihijsea ihijseb ihijsec ihijsed ihijsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceCreate Sounds = ihijsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3335,21 +3335,21 @@ End AudioEvent HijackerVoiceMove Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceGarrison Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceAttack Sounds = ihijata ihijatb ihijtc ihijatd ihijate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3357,22 +3357,22 @@ End AudioEvent HijackerVoiceEnter Sounds = ihijmoa ihijmob ihijmoc ihijmod ihijmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceEnterHostile Sounds = ihijata ihijatb ihijatc ihijatd ihijate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HijackerVoiceFear Sounds = ihijfea ihijfeb ihijfec ihijfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -3382,8 +3382,8 @@ AudioEvent HijackerVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3392,10 +3392,10 @@ AudioEvent HijackDriver Sounds = ihijhia ihijhib ihijhic Attack = ihijweaa Control = RANDOM - Volume = 110% + Volume = 110.0% MinRange = 200.0 MaxRange = 800.0 - MinVolume = 80% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -3403,8 +3403,8 @@ End AudioEvent HijackerVoiceSurrender Sounds = ihijfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End @@ -3414,15 +3414,15 @@ End AudioEvent JarmenKellVoiceSelect Sounds = ijarsea ijarseb ijarsed ijarsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceCreate Sounds = ijarsec Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3430,28 +3430,28 @@ End AudioEvent JarmenKellVoiceMove Sounds = ijarmoa ijarmob ijarmoc ijarmod ijarmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceAttack Sounds = ijarata ijaratb ijaratc ijaratd ijarate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceSnipe Sounds = ijara2a ijara2b ijara2c ijara2d ijara2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent JarmenKellVoiceModeSnipe Sounds = ijarsef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3459,15 +3459,15 @@ End AudioEvent JarmenKellVoiceFear Sounds = ijarfea ijarfeb ijarfec ijarfec ijarfed ijarfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End AudioEvent JarmenKellVoiceGarrison Sounds = ijargaa ijargab ijargac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3477,8 +3477,8 @@ AudioEvent JarmenKellVoiceDie Priority = LOW Limit = 3 PitchShift = -10.0 10.0 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% Type = WORLD VOICE SHROUDED EVERYONE End @@ -3489,15 +3489,15 @@ End AudioEvent ScudLauncherVoiceSelect Sounds = vscusea vscuseb vscusec vscused vscusee vscusef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceCreate Sounds = vscuseg Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3505,21 +3505,21 @@ End AudioEvent ScudLauncherVoiceMove Sounds = vscumoa vscumob vscumoc vscumod vscumoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceAttack Sounds = vscuata vscuatb vscuatc vscuatd vscuate vscuatf vscuatg vscuath Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ScudLauncherVoiceModeAnthrax Sounds = vscumaa ; vscumab Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3527,7 +3527,7 @@ End AudioEvent ScudLauncherVoiceModeHiEx Sounds = vscumha ; vscumhb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -3535,7 +3535,7 @@ End AudioEvent ScudLauncherVoiceCrush Sounds = vscucra vscucrb vscucrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3545,15 +3545,15 @@ End AudioEvent MarauderTankVoiceSelect Sounds = vmarsea vmarseb vmarsec vmarsed vmarsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceCreate Sounds = vmarsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3561,21 +3561,21 @@ End AudioEvent MarauderTankVoiceMove Sounds = vmarmoa vmarmob vmarmoc vmarmoe ; vmarmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceAttack Sounds = vmarata vmaratb vmaratc vmaratd vmarate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MarauderTankVoiceSalvage Sounds = vmarsaa vmarsab vmarsac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3583,7 +3583,7 @@ End AudioEvent MarauderTankVoiceCrush Sounds = vmarcra vmarcrb vmarcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3594,15 +3594,15 @@ End AudioEvent POWTruckGLAVoiceSelect Sounds = vpogsea vpogseb vpogsec vpogsed vpogsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceCreate Sounds = vpogsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3610,28 +3610,28 @@ End AudioEvent POWTruckGLAVoiceMove Sounds = vpogmoa vpogmob vpogmoc vpogmod vpogmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoicePickup Sounds = vpogpia vpogpib vpogpic vpogpid vpogpie Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceReturn Sounds = vpogrea vpogreb vpogrec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent POWTruckGLAVoiceCrush Sounds = vpogcra vpogcrb vpogcrc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3643,15 +3643,15 @@ End AudioEvent RPGTrooperVoiceSelect Sounds = irpgsea irpgseb irpgsec irpgsee irpgseg ; irpgsed irpgseh Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceCreate Sounds = irpgsef Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -3660,37 +3660,37 @@ End AudioEvent RPGTrooperVoiceGarrison Sounds = irpggaa irpggab irpggac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceMove Sounds = irpgmoa irpgmob irpgmoc irpgmod irpgmoe irpgmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceAttack Sounds = irpgata irpgatb irpgatc irpgatd irpgate irpgatf irpgatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceSurrender Sounds = irpgsua irpgsub irpgsuc Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED EVERYONE End AudioEvent RPGTrooperVoiceFear Sounds = irpgfea irpgfeb irpgfec irpgfed irpgfee Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -3699,8 +3699,8 @@ AudioEvent RPGTrooperVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% - VolumeShift = -20% + Volume = 90.0% + VolumeShift = -20.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -3710,23 +3710,23 @@ End AudioEvent AngryMobVoiceUpgradeArmTheMob Sounds = iangu1c ; iangu1a iangu1c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AngryMobVoiceUpgradeArmTheMobCrowd Sounds = iangupg Limit = 1 - Volume = 70% + Volume = 70.0% Type = UI VOICE PLAYER End AudioEvent AngryMobVoiceSelect Sounds = iangsela iangselb iangselc iangseld Control = RANDOM - Volume = 80% + Volume = 80.0% MinRange = 150.0 - MinVolume = 70% + MinVolume = 70.0% Type = WORLD GLOBAL PLAYER End @@ -3735,8 +3735,8 @@ AudioEvent AngryMobVoiceCreate Control = RANDOM MinRange = 300.0 MaxRange = 2000.0 - Volume = 90% - MinVolume = 80% + Volume = 90.0% + MinVolume = 80.0% Type = WORLD GLOBAL PLAYER End @@ -3744,8 +3744,8 @@ AudioEvent AngryMobVoiceMove Sounds = iangmova iangmovb iangmovc iangmovd iangmove Control = RANDOM MinRange = 100.0 - Volume = 80% - MinVolume = 70% + Volume = 80.0% + MinVolume = 70.0% Type = WORLD GLOBAL PLAYER End @@ -3753,8 +3753,8 @@ AudioEvent AngryMobVoiceAttack Sounds = iangatta iangattb iangattc iangattd iangmovf Control = RANDOM MinRange = 100.0 - Volume = 80% - MinVolume = 70% + Volume = 80.0% + MinVolume = 70.0% Type = WORLD GLOBAL PLAYER End @@ -3762,21 +3762,21 @@ End AudioEvent StingerSoldierVoiceSelect Sounds = Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent StingerSoldierVoiceMove Sounds = Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent StingerSoldierVoiceAttack Sounds = Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3785,7 +3785,7 @@ AudioEvent StingerSoldierVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -3797,7 +3797,7 @@ End AudioEvent ConvoyTruckVoiceSelect Sounds = vconsea vconseb vconsec vconsed vconsee vconsef vconseg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -3805,15 +3805,15 @@ End AudioEvent ConvoyTruckVoiceMove Sounds = vconmoa vconmob vconmoc vconmod vconmoe vconmof vconmog Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent StrategyCenter_HoldTheLineAnnouncement Sounds = bholdthe Priority = CRITICAL - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% MinRange = 1000.0 MaxRange = 100000.0 Type = WORLD EVERYONE @@ -3822,8 +3822,8 @@ End AudioEvent StrategyCenter_BombardmentPlanAnnouncement Sounds = bbombard Priority = CRITICAL - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% MinRange = 1000.0 MaxRange = 100000.0 Type = WORLD EVERYONE @@ -3832,8 +3832,8 @@ End AudioEvent StrategyCenter_SearchAndDestroyAnnouncement Sounds = bsearcha Priority = CRITICAL - Volume = 100% - MinVolume = 90% + Volume = 100.0% + MinVolume = 90.0% MinRange = 1000.0 MaxRange = 100000.0 Type = WORLD EVERYONE @@ -3845,8 +3845,8 @@ End AudioEvent StealthDiscoveredSound ; Sounds = YourMajestysChoice ; Priority = HIGH - ; Volume = 100% - ; MinVolume = 80% + ; Volume = 100.0% + ; MinVolume = 80.0% ; Type = UI PLAYER End @@ -3856,8 +3856,8 @@ End AudioEvent StealthNeutralizedSound ; Sounds = YourMajestysChoice ; Priority = HIGH - ; Volume = 100% - ; MinVolume = 80% + ; Volume = 100.0% + ; MinVolume = 80.0% ; Type = UI PLAYER End @@ -3868,8 +3868,8 @@ End AudioEvent MisGLA02RebelTake Sounds = irebcaf Priority = HIGH - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Type = WORLD GLOBAL EVERYONE End @@ -3877,152 +3877,152 @@ End AudioEvent MisGLA03Civ101 Sounds = mg3ci101 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ201 Sounds = mg3ci201 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ301 Sounds = mg3ci301 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ401 Sounds = mg3ci401 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ501 Sounds = mg3ci501 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ102 Sounds = mg3ci102 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ202 Sounds = mg3ci202 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ302 Sounds = mg3ci302 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ103 Sounds = mg3ci103 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ203 Sounds = mg3ci203 - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ303 Sounds = mg3ci303 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ104 Sounds = mg3ci104 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ204 Sounds = mg3ci204 Priority = HIGH - Volume = 50% - MinVolume = 40% - VolumeShift = -20% + Volume = 50.0% + MinVolume = 40.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ304 Sounds = mg3ci304 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ105 Sounds = mg3ci105 Priority = HIGH - Volume = 80% - MinVolume = 60% - VolumeShift = -15% + Volume = 80.0% + MinVolume = 60.0% + VolumeShift = -15.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ205 Sounds = mg3ci205 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ305 Sounds = mg3ci305 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End @@ -4030,108 +4030,108 @@ End AudioEvent MisGLA03Civ106 Sounds = mg3ci106 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ206 Sounds = mg3ci206 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ306 Sounds = mg3ci306 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ107 Sounds = mg3ci107 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ207 Sounds = mg3ci207 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ307 Sounds = mg3ci307 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ108 Sounds = mg3ci108 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ109 Sounds = mg3ci109 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03Civ308 Sounds = mg3ci308 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard101 Sounds = mg3re101 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard201 Sounds = mg3re201 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA03RedGuard301 Sounds = mg3re301 Priority = HIGH - Volume = 70% - MinVolume = 50% - VolumeShift = -20% + Volume = 70.0% + MinVolume = 50.0% + VolumeShift = -20.0% Type = WORLD GLOBAL EVERYONE End @@ -4139,339 +4139,339 @@ AudioEvent MisGLA03RebelCapturedBuilding Sounds = irebcoa Priority = HIGH Control = RANDOM - Volume = 90% - MinVolume = 80% + Volume = 90.0% + MinVolume = 80.0% Type = WORLD PLAYER GLOBAL End AudioEvent MisGLA04AngryMob01 Sounds = mg4ang01 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob02 Sounds = mg4ang02 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob03 Sounds = mg4ang03 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob04 Sounds = mg4ang04 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob05 Sounds = mg4ang05 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob06 Sounds = mg4ang06 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob07 Sounds = mg4ang07 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob08 Sounds = mg4ang08 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob09 Sounds = mg4ang09 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob10 Sounds = mg4ang10 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob11 Sounds = mg4ang11 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob12 Sounds = mg4ang12 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob13 Sounds = mg4ang13 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob14 Sounds = mg4ang14 - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob15 Sounds = mg4ang15 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob16 Sounds = mg4ang16 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob17 Sounds = mg4ang17 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob18 Sounds = mg4ang18 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob19 Sounds = mg4ang19 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob20 Sounds = mg4ang20 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob21 Sounds = mg4ang21 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob22 Sounds = mg4ang22 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob23 Sounds = mg4ang23 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob24 Sounds = mg4ang24 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob25 Sounds = mg4ang25 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob26 Sounds = mg4ang26 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob27 Sounds = mg4ang27 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob28 Sounds = mg4ang28 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob29 Sounds = mg4ang29 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob30 Sounds = mg4ang30 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob31 Sounds = mg4ang31 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA04AngryMob32 Sounds = mg4ang32 Priority = HIGH - Volume = 90% - MinVolume = 60% - VolumeShift = -10% + Volume = 90.0% + MinVolume = 60.0% + VolumeShift = -10.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground01 Sounds = mg8gro01 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground02 Sounds = mg8gro02 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground03 Sounds = mg8gro03 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground04 Sounds = mg8gro04 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisGLA08Ground05 Sounds = mg8gro05 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End AudioEvent MisChi01BombTruck101 Sounds = mc1tr101 Priority = HIGH - Volume = 90% - MinVolume = 60% + Volume = 90.0% + MinVolume = 60.0% Type = WORLD GLOBAL EVERYONE End @@ -4485,21 +4485,21 @@ End AudioEvent CIAAgentVoiceSelect Sounds = iciasea iciaseb iciasec iciased iciasee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CIAAgentVoiceMove Sounds = iciamoa iciamob iciamoc iciamod iciamoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CIAAgentVoiceAttack Sounds = iciaata iciaatb iciaatc iciaatd iciaate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4508,7 +4508,7 @@ AudioEvent CIAAgentVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -4516,7 +4516,7 @@ End AudioEvent CIAAgentVoiceModeTimedCharge Sounds = Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -4524,7 +4524,7 @@ End AudioEvent CIAAgentVoiceModeRemoteCharge Sounds = Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -4532,14 +4532,14 @@ End AudioEvent CIAAgentVoicePlantTimedCharge Sounds = iciaata iciaatb iciaatc iciaatd iciaate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CIAAgentVoicePlantRemoteCharge Sounds = iciaata iciaatb iciaatc iciaatd iciaate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4550,7 +4550,7 @@ End AudioEvent POWVoiceSelect Sounds = ipowsea ipowseb ipowsec ipowsed ipowsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4558,7 +4558,7 @@ End AudioEvent POWVoiceMove Sounds = ipowmoa ipowmob ipowmoc ipowmod ipowmoe ipowmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4567,7 +4567,7 @@ AudioEvent POWVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -4578,36 +4578,36 @@ End AudioEvent SaboteurVoiceSelect Sounds = isabseb isabsec isabsed isabsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SaboteurVoiceCreate Sounds = isabsea Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SaboteurVoiceMove Sounds = isabmoa isabmob isabmoc isabmod isabmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SaboteurVoiceAttack Sounds = isabata isabatb isabatc isabatd isabate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SaboteurVoiceFear Sounds = isabfea isabfeb isabfec isabfed Control = RANDOM - Volume = 100% - MinVolume = 80% + Volume = 100.0% + MinVolume = 80.0% Type = WORLD SHROUDED PLAYER End @@ -4616,7 +4616,7 @@ AudioEvent SaboteurVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -4627,15 +4627,15 @@ End AudioEvent AvengerVoiceSelect Sounds = vavesea vaveseb vavesec vavesee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AvengerVoiceCreate Sounds = vavesed Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4643,21 +4643,21 @@ End AudioEvent AvengerVoiceMove Sounds = vavemoa vavemob vavemoc vavemod vavemoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AvengerVoiceAttack Sounds = vaveata vaveatb vaveatc vaveatd vaveate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AvengerVoicePaint Sounds = vavepaa vavepab vavepac vavepad vavepae Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4668,15 +4668,15 @@ End AudioEvent BattleBusVoiceSelect Sounds = vbussea vbusseb vbussec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleBusVoiceCreate Sounds = vbussed Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4684,28 +4684,28 @@ End AudioEvent BattleBusVoiceMove Sounds = vbusmoa vbusmob vbusmoc vbusmod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleBusVoiceAttack Sounds = vbusata vbusatb vbusatc vbusatd vbusate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleBusVoiceUnload Sounds = vbusuna vbusunb vbusunc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleBusVoiceRam Sounds = vbusraa vbusrab vbusrac Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4716,15 +4716,15 @@ End AudioEvent CombatCycleVoiceSelect Sounds = vcycsea vcycseb vcycsec vcycsed vcycsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CombatCycleVoiceCreate Sounds = vcycmob Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4732,14 +4732,14 @@ End AudioEvent CombatCycleVoiceMove Sounds = vcycmoa vcycmod vcycmoe vcycmof vcycmog ; vcycmoc (push it!) Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CombatCycleVoiceAttack Sounds = vcycata vcycatb vcycatc vcycatd vcycate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4748,7 +4748,7 @@ AudioEvent CombatCycleVoiceDie Control = RANDOM Priority = LOW Limit = 3 - Volume = 90% + Volume = 90.0% PitchShift = -10.0 10.0 Type = WORLD SHROUDED EVERYONE End @@ -4759,15 +4759,15 @@ End AudioEvent FrequencyJammerVoiceSelect Sounds = vfreseb vfresec vfresed vfresee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent FrequencyJammerVoiceCreate Sounds = vfresea Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4775,14 +4775,14 @@ End AudioEvent FrequencyJammerVoiceMove Sounds = vfremoa vfremob vfremoc vfremod vfremoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent FrequencyJammerVoiceAttack Sounds = vfreata vfreatb vfreatc vfreatd vfreate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4792,15 +4792,15 @@ End AudioEvent HelixVoiceSelect Sounds = vhelsea vhelseb vhelsec vhelsed vhelsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceCreate Sounds = vhelath Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4808,28 +4808,28 @@ End AudioEvent HelixVoiceMove Sounds = vhelmoa vhelmob vhelmoc vhelmod vhelmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceAttack Sounds = vhelata vhelatb vhelatc vhelate vhelatf vhelatg Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUnload Sounds = vhelunb vheluna vhelunc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceModeBunker Sounds = vhelu1a Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -4837,7 +4837,7 @@ End AudioEvent HelixVoiceModeSpeakerTower Sounds = vhelu1b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -4845,7 +4845,7 @@ End AudioEvent HelixVoiceModeGattling Sounds = vhelu1c Control = RANDOM - Volume = 90% + Volume = 90.0% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -4854,7 +4854,7 @@ End AudioEvent HelixVoiceModeNapalmBomb Sounds = vhelu1d Control = RANDOM - Volume = 90% + Volume = 90.0% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -4863,7 +4863,7 @@ End AudioEvent HelixVoiceModeNuclearBomb Sounds = vhelu1e Control = RANDOM - Volume = 90% + Volume = 90.0% Priority = HIGH Type = UI VOICE PLAYER Limit = 1 @@ -4872,28 +4872,28 @@ End AudioEvent HelixBunkerVoiceCreate Sounds = vhelu2a Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixSpeakerTowerVoiceCreate Sounds = vhelu2b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixGattlingVoiceCreate Sounds = vhelu2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixNapalmBombVoiceCreate Sounds = vhelu2d Control = RANDOM - Volume = 80% + Volume = 80.0% Priority = HIGH Type = UI VOICE PLAYER End @@ -4901,7 +4901,7 @@ End AudioEvent HelixNuclearBombVoiceCreate Sounds = vhelu2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4913,15 +4913,15 @@ End AudioEvent ListeningOutpostVoiceSelect Sounds = vlissea vlisseb vlissec vlissed Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ListeningOutpostVoiceCreate Sounds = vlissee Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4929,14 +4929,14 @@ End AudioEvent ListeningOutpostVoiceMove Sounds = vlismoa vlismob vlismoc vlismod vlismoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ListeningOutpostVoiceAttack Sounds = vlisata vlisatb vlisatc vlisatd vlisate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4944,7 +4944,7 @@ End AudioEvent ListeningOutpostVoiceDeploy Sounds = vlisdea vlisdeb vlisdec vlisded Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4952,7 +4952,7 @@ End AudioEvent ListeningOutpostVoiceUndeploy Sounds = vlisd2a vlisd2b vlisd2c vlisd2d Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4963,15 +4963,15 @@ End AudioEvent MicrowaveTankVoiceSelect Sounds = vmicseb vmicsec vmicsed vmicsee Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MicrowaveTankVoiceCreate Sounds = vmicsea Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -4979,14 +4979,14 @@ End AudioEvent MicrowaveTankVoiceMove Sounds = vmicmoa vmicmob vmicmoc vmicmod vmicmoe Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent MicrowaveTankVoiceAttack Sounds = vmicata vmicatb vmicatc vmicatd vmicate vmicatf Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -4996,21 +4996,21 @@ End AudioEvent BattleshipVoiceSelect Sounds = vshisea vshiseb vshisec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleshipVoiceMove Sounds = vshimoa vshimob vshimoc vshimod Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleshipVoiceAttack Sounds = vshiata vshiatb vshiatc vshiatd vshiate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5020,21 +5020,21 @@ End AudioEvent AircraftCarrierVoiceSelect Sounds = vairsea vairseb vairsec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AircraftCarrierVoiceMove Sounds = vairmoa vairmob Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AircraftCarrierVoiceAttack Sounds = vairata vairatb vairatc vairatd vairate Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5046,7 +5046,7 @@ AudioEvent SpectreGunshipVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 100% + Volume = 100.0% Type = UI VOICE PLAYER End @@ -5055,7 +5055,7 @@ AudioEvent SpectreGunshipVoiceMove Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 100% + Volume = 100.0% Type = UI VOICE PLAYER End @@ -5064,7 +5064,7 @@ AudioEvent SpectreGunshipVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 100% + Volume = 100.0% Type = UI VOICE PLAYER End @@ -5073,7 +5073,7 @@ AudioEvent SpectreGunshipVoiceArrive Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 100% + Volume = 100.0% Type = UI VOICE PLAYER End @@ -5082,7 +5082,7 @@ AudioEvent SpectreGunshipVoiceDepart Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 100% + Volume = 100.0% Type = UI VOICE PLAYER End @@ -5092,7 +5092,7 @@ End AudioEvent SUVVoiceSelect Sounds = vconsec vconsef vconmob Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5100,7 +5100,7 @@ End AudioEvent SUVVoiceMove Sounds = vconmoa vconmoc vconmod vconmof Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5114,7 +5114,7 @@ End AudioEvent RedGuardVoiceUpgradePatriotism Sounds = iredu3c ; iredu3a iredu3b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5123,7 +5123,7 @@ AudioEvent ChinookVoiceUpgradeSupplyLines Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5131,7 +5131,7 @@ AudioEvent RaptorVoiceUpgradeCounterMeasures Sounds = vrapu3a ; vrapu3b vrapu3c vrapu3d Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5140,8 +5140,8 @@ AudioEvent AuroraVoiceUpgradeBunkerBuster Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -5149,105 +5149,105 @@ End AudioEvent RangerVoiceUpgradeAdvancedTraining Sounds = iranu4a ; iranu4b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent CrusaderTankVoiceUpgradeDroneArmor Sounds = vcruu3b ; vcruu3a vcruu3c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RangerVoiceUpgradeChemSuits Sounds = iranu2b ; iranu2a iranu2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeCashBounty Sounds = irebu4a ; irebu4b irebu4c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RebelVoiceUpgradeBoobyTrap Sounds = irebu3a ; irebu3b irebu3c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RPGTrooperVoiceUpgradeCamoNetting Sounds = irpgu1c ; irpgu1b irpgu1a Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeNapalmBomb Sounds = vhelu2d Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeGattlingCannon Sounds = vhelu2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeSpeakerTower Sounds = vhelu2b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeBunker Sounds = vhelu2a Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinTractorVoiceUpgradeGamma Sounds = vtoxu2b ; vtoxu2a vtoxu2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeAutoLoader Sounds = vbatu3a ; vbatu3b vbatu3c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeWeaponsGrade Sounds = vbatu5c ; vbatu5a vbatu5b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BattleMasterTankVoiceUpgradeFusion Sounds = vbatu4c ; vbatu4a vbatu4b Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent HelixVoiceUpgradeNuclearBomb Sounds = vhelu2e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5258,7 +5258,7 @@ AudioEvent KingRaptorVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5267,8 +5267,8 @@ AudioEvent KingRaptorVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5278,7 +5278,7 @@ AudioEvent FuelAirAuroraVoiceSelect Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5287,8 +5287,8 @@ AudioEvent FuelAirAuroraVoiceCreate Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5298,7 +5298,7 @@ AudioEvent FuelAirAuroraVoiceAttack Control = RANDOM Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5307,7 +5307,7 @@ AudioEvent CombatChinookVoiceSelect Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5316,8 +5316,8 @@ AudioEvent CombatChinookVoiceCreate Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5327,22 +5327,22 @@ AudioEvent CombatChinookVoiceAttack Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent LaserCrusaderVoiceSelect Sounds = vcrusea vcruseb vcrusec vcrused vcrusee vcrlseb vcrlsec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent LaserCrusaderVoiceCreate Sounds = vcrlsea Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5350,7 +5350,7 @@ End AudioEvent LaserCrusaderVoiceAttack Sounds = vcruata vcruatb vcruatc vcruatd vcruate vcruatf vcrlata vcrlatb vcrlatc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5358,15 +5358,15 @@ End AudioEvent AssaultTroopCrawlerVoiceSelect Sounds = vtrosea vtroseb vtrosec vtrosed vtrosee vtrasea vtrasec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent AssaultTroopCrawlerVoiceCreate Sounds = vtraseb Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5374,7 +5374,7 @@ End AudioEvent AssaultTroopCrawlerVoiceAttack Sounds = vtroata vtroatb vtroatc vtroatd vtroate vtraata vtraatb vtraatc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5385,15 +5385,15 @@ End AudioEvent SuperHackerVoiceSelect Sounds = ihacsea ihacseb ihacsec ihacsed ihacsee ihasseb ihassec ihassed Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent SuperHackerVoiceCreate Sounds = ihassea Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5401,7 +5401,7 @@ End AudioEvent SuperHackerVoiceHackBuilding Sounds = ihasata ihasatb ihasatc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5409,15 +5409,15 @@ AudioEvent SuperHackerVoiceCaptureComplete Sounds = ihascoa ihascob ihascoc Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End AudioEvent SuperHackerVoiceHackVehicle Sounds = ihasa2a ihasa2b ihasa2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5425,8 +5425,8 @@ AudioEvent SuperHackerVoiceDisableComplete Sounds = ihasc2a ihasc2b ihasc2c Priority = HIGH Control = RANDOM - Volume = 120% - MinVolume = 110% + Volume = 120.0% + MinVolume = 110.0% Type = WORLD PLAYER GLOBAL End @@ -5434,15 +5434,15 @@ End AudioEvent ToxinRebelVoiceSelect Sounds = irebsea irebseb irebsec irebsed irebsee irebsef irebseg irbtsea irbtsec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinRebelVoiceCreate Sounds = irbtseb Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5450,7 +5450,7 @@ End AudioEvent ToxinRebelVoiceAttack Sounds = irebata irebatb irebatc irebatd irebate irebatf irebatg irbtata irbtatb irbtatc irbtatd Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5459,15 +5459,15 @@ End AudioEvent RedMinigunnerVoiceSelect Sounds = iredsea iredseb iredsec iredsed iredsee iredsef iremsea iremsec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent RedMinigunnerVoiceCreate Sounds = iremseb Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5475,7 +5475,7 @@ End AudioEvent RedMinigunnerVoiceAttack Sounds = iredata iredatb iredatc iredatd iredate iredatf iredatg iremata irematb irematc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5485,15 +5485,15 @@ End AudioEvent ToxinRPGTrooperVoiceSelect Sounds = irpgsea irpgseb irpgsec irpgsee irpgseg irptseb irptsec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent ToxinRPGTrooperVoiceCreate Sounds = irptsea Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5501,22 +5501,22 @@ End AudioEvent ToxinRPGTrooperVoiceAttack Sounds = irpgata irpgatb irpgatc irpgatd irpgate irpgatf irpgatg irptata irptatb irptatc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DemoRebelVoiceSelect Sounds = irebsea irebseb irebsec irebsed irebsee irebsef irebseg irbdseb Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DemoRebelVoiceCreate Sounds = irbdsea Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5524,14 +5524,14 @@ End AudioEvent DemoRebelVoiceMove Sounds = irebmoa irebmob irebmoc irebmod irebmoe irebmof irbdmoa Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DemoRebelVoiceModeDemo Sounds = irbdmda irbdmdb irbdmdc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -5539,7 +5539,7 @@ End AudioEvent DemoRebelVoiceAttackDemo Sounds = irbda2a irbda2b irbda2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -5548,15 +5548,15 @@ End AudioEvent DemoKellVoiceSelect Sounds = ijarsea ijarseb ijarsed ijarsee ijadsea ijadsec Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent DemoKellVoiceCreate Sounds = ijadseb Control = RANDOM - Volume = 110% - MinVolume = 100% + Volume = 110.0% + MinVolume = 100.0% Priority = HIGH Type = WORLD GLOBAL PLAYER End @@ -5564,7 +5564,7 @@ End AudioEvent DemoKellVoiceModeDemo Sounds = ijadmda ijadmdb ijadmdc Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER Limit = 1 End @@ -5572,14 +5572,14 @@ End AudioEvent DemoKellVoiceAttackDemo Sounds = ijada2a ijada2b ijada2c Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent BossGenTankHunterVoiceSelect Sounds = itansea itanseb itansec itansee ; itansed Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End @@ -5589,14 +5589,14 @@ End AudioEvent EmperorTankVoiceSelect Sounds = voveseb vovesec vovesee voveseg vovecra ; vovesea vovesef Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End AudioEvent EmperorTankVoiceMove Sounds = vovemob vovemoc vovemod vovemoe vovemof vovemog ; vovemoa Control = RANDOM - Volume = 90% + Volume = 90.0% Type = UI VOICE PLAYER End diff --git a/GeneralsZH/Data/INI/Weapon.ini b/GeneralsZH/Data/INI/Weapon.ini index 08fe684..d15a044 100644 --- a/GeneralsZH/Data/INI/Weapon.ini +++ b/GeneralsZH/Data/INI/Weapon.ini @@ -157,7 +157,7 @@ Weapon ScorpionMissileWeapon ; (i.e. units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -219,7 +219,7 @@ Weapon ScorpionMissileWeaponPlusTwo ; (i.e. units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -254,7 +254,7 @@ Weapon OverlordTankGun ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -284,7 +284,7 @@ Weapon StrategyCenterGun DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -313,7 +313,7 @@ Weapon BattleMasterTankGun DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -453,7 +453,7 @@ Weapon AvengerAirLaserOne AntiAirborneInfantry = NO AntiGround = NO ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -478,7 +478,7 @@ Weapon AvengerAirLaserTwo AntiAirborneInfantry = NO AntiGround = NO ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -520,7 +520,7 @@ Weapon TechnicalCannonWeapon DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets ProjectileCollidesWith = STRUCTURES WALLS End @@ -741,9 +741,9 @@ Weapon RangerAdvancedCombatRifle DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec - WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% - WeaponBonus = DRONE_SPOTTING RANGE 200% - WeaponBonus = DRONE_SPOTTING DAMAGE 200% + WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200.0% + WeaponBonus = DRONE_SPOTTING RANGE 200.0% + WeaponBonus = DRONE_SPOTTING DAMAGE 200.0% End Weapon CINE_RangerAdvancedCombatRifle @@ -761,9 +761,9 @@ Weapon CINE_RangerAdvancedCombatRifle DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec - WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% - WeaponBonus = DRONE_SPOTTING RANGE 200% - WeaponBonus = DRONE_SPOTTING DAMAGE 200% + WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200.0% + WeaponBonus = DRONE_SPOTTING RANGE 200.0% + WeaponBonus = DRONE_SPOTTING DAMAGE 200.0% End @@ -787,7 +787,7 @@ Weapon MissileDefenderMissileWeapon ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = YES FireSound = MissileDefenderWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% AntiAirborneVehicle = YES AntiAirborneInfantry = YES ProjectileCollidesWith = STRUCTURES @@ -811,7 +811,7 @@ Weapon MissileDefenderLaserGuidedMissileWeapon ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = YES FireSound = MissileDefenderWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% AntiAirborneVehicle = YES AntiAirborneInfantry = YES @@ -836,7 +836,7 @@ Weapon GLAJarmenKellRifle DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -856,7 +856,7 @@ Weapon GLABikerKellSniperRifle DelayBetweenShots = 750 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade AcceptableAimDelta = 20.0 End @@ -876,7 +876,7 @@ Weapon CINE_GLAJarmenKellRifle DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -894,7 +894,7 @@ Weapon CINE_USAPathfinderSniperRifle DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End Weapon USAPathfinderSniperRifle @@ -911,7 +911,7 @@ Weapon USAPathfinderSniperRifle DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -988,7 +988,7 @@ Weapon GLARebelMachineGun DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -1009,7 +1009,7 @@ Weapon GLARebelBikerMachineGun ClipReloadTime = 700 ; how long to reload a Clip, msec AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade AcceptableAimDelta = 20.0 End @@ -1030,7 +1030,7 @@ Weapon CINE_GLARebelMachineGun DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -1129,9 +1129,9 @@ Weapon GattlingTankGun ContinuousFireOne = 2 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES @@ -1156,9 +1156,9 @@ Weapon GattlingTankGunAir ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO @@ -1183,9 +1183,9 @@ Weapon GattlingBuildingGun ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiSmallMissile = NO @@ -1211,9 +1211,9 @@ Weapon SpectreGattlingGun ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 2 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiSmallMissile = NO @@ -1241,9 +1241,9 @@ Weapon SpectreHowitzerGun ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 2 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 150% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 200% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 150.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 200.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiSmallMissile = NO @@ -1272,9 +1272,9 @@ Weapon GattlingBuildingGunAir ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiSmallMissile = NO @@ -1445,7 +1445,7 @@ Weapon ComancheRocketPodWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% End @@ -1708,7 +1708,7 @@ Weapon RaptorJetMissileWeapon AntiAirborneVehicle = YES AntiAirborneInfantry = NO ShowsAmmoPips = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% End @@ -1764,7 +1764,7 @@ Weapon StealthJetMissileWeapon AntiAirborneVehicle = NO AntiAirborneInfantry = NO ShowsAmmoPips = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% End @@ -2043,7 +2043,7 @@ Weapon TunnelDefenderRocketWeapon AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiAirborneVehicle = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End @@ -2072,7 +2072,7 @@ Weapon TunnelDefenderBikerRocketWeapon AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiAirborneVehicle = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade AcceptableAimDelta = 20.0 End @@ -2103,7 +2103,7 @@ Weapon BuggyRocketWeapon AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = YES End @@ -2132,7 +2132,7 @@ Weapon CINE_BuggyRocketWeapon AutoReloadsClip = YES FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = YES End @@ -2162,7 +2162,7 @@ Weapon BuggyRocketWeaponUpgraded AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = YES @@ -2191,7 +2191,7 @@ Weapon StingerMissileWeapon AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ; note, these only apply to units that aren't the explicit target @@ -2223,7 +2223,7 @@ Weapon CINE_StingerMissileWeapon AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ; note, these only apply to units that aren't the explicit target @@ -2588,7 +2588,7 @@ Weapon TechnicalMachineGunWeapon DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2615,7 +2615,7 @@ Weapon TechnicalRPGWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2636,7 +2636,7 @@ Weapon QuadCannonGun ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2658,7 +2658,7 @@ Weapon QuadCannonGunAir AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2679,7 +2679,7 @@ Weapon QuadCannonGunUpgradeOne ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2701,7 +2701,7 @@ Weapon QuadCannonGunUpgradeOneAir AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2722,7 +2722,7 @@ Weapon QuadCannonGunUpgradeTwo ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = NO AntiAirborneInfantry = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -2744,7 +2744,7 @@ Weapon QuadCannonGunUpgradeTwoAir AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -3855,7 +3855,7 @@ Weapon SCUDLauncherGunExplosive ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -3888,7 +3888,7 @@ Weapon SCUDLauncherGunExplosivePlusOne ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -3921,7 +3921,7 @@ Weapon SCUDLauncherGunExplosivePlusTwo ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -3954,7 +3954,7 @@ Weapon CINE_SCUDLauncherGunExplosive ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -3988,7 +3988,7 @@ Weapon SCUDLauncherGunToxin ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -4022,7 +4022,7 @@ Weapon SCUDLauncherGunToxinPlusOne ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -4056,7 +4056,7 @@ Weapon SCUDLauncherGunToxinPlusTwo ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -4090,7 +4090,7 @@ Weapon SCUDLauncherGunAnthrax ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -4124,7 +4124,7 @@ Weapon SCUDLauncherGunAnthraxPlusOne ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -4158,7 +4158,7 @@ Weapon SCUDLauncherGunAnthraxPlusTwo ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -4493,7 +4493,7 @@ Weapon BattleDroneMachineGun DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Bullets End @@ -4518,7 +4518,7 @@ Weapon GLAAngryMobNexusHarmlessWeapon DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; Armor Piercing Bullets End @@ -4600,7 +4600,7 @@ Weapon GLAAngryMobAK47Weapon DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; Armor Piercing Bullets End @@ -4619,7 +4619,7 @@ Weapon GLAAngryMobAK47NoDamageWeapon DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; Armor Piercing Bullets End @@ -4829,7 +4829,7 @@ Weapon BombTruckHighExplosionBombDamage AntiGround = YES DamageDealtAtSelfPosition = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; **** DON'T USE ANY EFFECTS!!! **** End @@ -4876,7 +4876,7 @@ Weapon Demo_BombTruckHighExplosionBombDamage AntiGround = YES DamageDealtAtSelfPosition = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; **** DON'T USE ANY EFFECTS!!! **** End @@ -5092,7 +5092,7 @@ Weapon ArtilleryPlatformGun DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -5140,7 +5140,7 @@ Weapon GC_Chem_StingerMissileWeaponBeta AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES End @@ -5192,7 +5192,7 @@ Weapon GC_Chem_StingerMissileWeaponGamma AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES End @@ -5249,7 +5249,7 @@ Weapon GC_Chem_TunnelDefenderRocketWeaponBeta AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponGamma @@ -5278,7 +5278,7 @@ Weapon GC_Chem_TunnelDefenderRocketWeaponGamma AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponBetaAir @@ -5306,7 +5306,7 @@ Weapon GC_Chem_TunnelDefenderRocketWeaponBetaAir AntiAirborneVehicle = YES AntiAirborneInfantry = NO AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponGammaAir @@ -5334,7 +5334,7 @@ Weapon GC_Chem_TunnelDefenderRocketWeaponGammaAir AntiAirborneVehicle = YES AntiAirborneInfantry = NO AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End @@ -5878,7 +5878,7 @@ Weapon BattleShipGunReal ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 25000 - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End @@ -6016,7 +6016,7 @@ Weapon Chem_SCUDLauncherGunAnthraxGamma ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -6050,7 +6050,7 @@ Weapon Chem_SCUDLauncherGunAnthraxGammaPlusOne ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -6084,7 +6084,7 @@ Weapon Chem_SCUDLauncherGunAnthraxGammaPlusTwo ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles + ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher does not apply to poison missiles End @@ -6181,7 +6181,7 @@ Weapon Tank_BattleMasterTankGun DelayBetweenShots = 500 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -6216,7 +6216,7 @@ Weapon Tank_OverlordTankGun ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1500 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (i.e. units that just happen to "get in the way"... projectiles @@ -6243,9 +6243,9 @@ Weapon Infa_MiniGunnerGun ContinuousFireOne = 6 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 12 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES @@ -6270,9 +6270,9 @@ Weapon Infa_MiniGunnerGunAir ContinuousFireOne = 6 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 12 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire - WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire - WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade + WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200.0% ; When the object achieves this state, this weapon gets double the rate of fire + WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300.0% ; This is not cumulative, so with a Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; ChainGun upgrade AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiGround = NO @@ -6316,7 +6316,7 @@ Weapon GC_Slth_GLAJarmenKellRifle DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade AllowAttackGarrisonedBldgs = YES End @@ -6335,7 +6335,7 @@ Weapon GC_Slth_QuadCannonSnipeGun DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -6847,7 +6847,7 @@ Weapon Chem_StingerMissileWeaponBeta AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES End @@ -6899,7 +6899,7 @@ Weapon Chem_StingerMissileWeaponGamma AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES End @@ -6956,7 +6956,7 @@ Weapon Chem_TunnelDefenderRocketWeaponBeta AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponGamma @@ -6985,7 +6985,7 @@ Weapon Chem_TunnelDefenderRocketWeaponGamma AntiAirborneVehicle = NO AntiAirborneInfantry = NO AntiGround = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponBetaAir @@ -7013,7 +7013,7 @@ Weapon Chem_TunnelDefenderRocketWeaponBetaAir AntiAirborneVehicle = YES AntiAirborneInfantry = NO AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponGammaAir @@ -7041,7 +7041,7 @@ Weapon Chem_TunnelDefenderRocketWeaponGammaAir AntiAirborneVehicle = YES AntiAirborneInfantry = NO AntiGround = NO - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End @@ -7073,7 +7073,7 @@ Weapon Chem_ScorpionMissileWeapon ; (i.e. units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -7105,7 +7105,7 @@ Weapon Chem_ScorpionMissileWeaponGamma ; (i.e. units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -7169,7 +7169,7 @@ Weapon Chem_ScorpionMissileWeaponPlusTwo ; (i.e. units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall End @@ -7198,7 +7198,7 @@ Weapon Chem_TunnelDefenderBikerRocketWeapon AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiAirborneVehicle = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall AcceptableAimDelta = 20.0 End @@ -7229,7 +7229,7 @@ Weapon Chem_TunnelDefenderBikerRocketWeaponGamma AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiAirborneVehicle = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall AcceptableAimDelta = 20.0 End @@ -7528,7 +7528,7 @@ Weapon AirF_RaptorJetMissileWeapon AntiAirborneVehicle = YES AntiAirborneInfantry = NO ShowsAmmoPips = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 112% + WeaponBonus = PLAYER_UPGRADE DAMAGE 112.0% End @@ -7688,7 +7688,7 @@ Weapon Nuke_BattleMasterTankGun DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End @@ -7772,7 +7772,7 @@ Weapon Nuke_OverlordTankGun ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End @@ -8077,7 +8077,7 @@ Weapon BuggyRocketREDWeapon AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = YES End @@ -8195,7 +8195,7 @@ Weapon REDScorpionMissileWeapon ; (i.e. units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End Weapon REDScorpionMissileWeaponPlusTwo @@ -8225,7 +8225,7 @@ Weapon REDScorpionMissileWeaponPlusTwo ; (i.e. units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP weapon upgrade End @@ -8258,7 +8258,7 @@ Weapon DEMO_SCUDLauncherGunExplosive ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -8291,7 +8291,7 @@ Weapon DEMO_SCUDLauncherGunExplosivePlusOne ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -8324,7 +8324,7 @@ Weapon DEMO_SCUDLauncherGunExplosivePlusTwo ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rockets upgrade for the SCUD Launcher + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rockets upgrade for the SCUD Launcher End @@ -8354,7 +8354,7 @@ Weapon DEMO_TunnelDefenderBikerRocketWeapon AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiAirborneVehicle = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade AcceptableAimDelta = 20.0 End @@ -8383,7 +8383,7 @@ Weapon DemoTunnelDefenderRocketWeapon AntiAirborneVehicle = YES AntiAirborneInfantry = YES AntiAirborneVehicle = YES - WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP Rocket upgrade + WeaponBonus = PLAYER_UPGRADE DAMAGE 125.0% ; AP Rocket upgrade End diff --git a/GeneralsZH/Maps/MD_GLA04/map.ini b/GeneralsZH/Maps/MD_GLA04/map.ini index 81f4a15..1e3004c 100644 --- a/GeneralsZH/Maps/MD_GLA04/map.ini +++ b/GeneralsZH/Maps/MD_GLA04/map.ini @@ -153,9 +153,9 @@ Object SalvageCrate PickupScience = SCIENCE_GLA ; Only GLA players can pick this up (Draw module makes it so only they can see it) ; ExecuteFX = FX_CratePickup ; FXList to play when successfully picked up - WeaponChance = 100% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded - LevelChance = 100% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level - MoneyChance = 0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance + WeaponChance = 100.0% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded + LevelChance = 100.0% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level + MoneyChance = 0.0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance MinMoney = 0 ; If we get money, this is how much we get. Make them different to get a random range. MaxMoney = 0 End diff --git a/GeneralsZH/Maps/MD_GLA04_INTRO/map.ini b/GeneralsZH/Maps/MD_GLA04_INTRO/map.ini index 34e3f64..b39fbea 100644 --- a/GeneralsZH/Maps/MD_GLA04_INTRO/map.ini +++ b/GeneralsZH/Maps/MD_GLA04_INTRO/map.ini @@ -73,9 +73,9 @@ Object SalvageCrate PickupScience = SCIENCE_GLA ; Only GLA players can pick this up (Draw module makes it so only they can see it) ; ExecuteFX = FX_CratePickup ; FXList to play when successfully picked up - WeaponChance = 100% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded - LevelChance = 100% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level - MoneyChance = 0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance + WeaponChance = 100.0% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded + LevelChance = 100.0% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level + MoneyChance = 0.0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance MinMoney = 0 ; If we get money, this is how much we get. Make them different to get a random range. MaxMoney = 0 End diff --git a/GeneralsZH/Maps/MD_GLA04_Sound/map.ini b/GeneralsZH/Maps/MD_GLA04_Sound/map.ini index 0e48075..8b18c04 100644 --- a/GeneralsZH/Maps/MD_GLA04_Sound/map.ini +++ b/GeneralsZH/Maps/MD_GLA04_Sound/map.ini @@ -73,9 +73,9 @@ Object SalvageCrate PickupScience = SCIENCE_GLA ; Only GLA players can pick this up (Draw module makes it so only they can see it) ; ExecuteFX = FX_CratePickup ; FXList to play when successfully picked up - WeaponChance = 100% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded - LevelChance = 100% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level - MoneyChance = 0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance + WeaponChance = 100.0% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded + LevelChance = 100.0% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level + MoneyChance = 0.0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance MinMoney = 0 ; If we get money, this is how much we get. Make them different to get a random range. MaxMoney = 0 End diff --git a/GeneralsZH/Maps/MD_GLA05/map.ini b/GeneralsZH/Maps/MD_GLA05/map.ini index ca2b6e2..6e5785e 100644 --- a/GeneralsZH/Maps/MD_GLA05/map.ini +++ b/GeneralsZH/Maps/MD_GLA05/map.ini @@ -88,9 +88,9 @@ Object SalvageCrate PickupScience = SCIENCE_GLA ; Only GLA players can pick this up (Draw module makes it so only they can see it) ; ExecuteFX = FX_CratePickup ; FXList to play when successfully picked up - WeaponChance = 30% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded - LevelChance = 50% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level - MoneyChance = 20% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance + WeaponChance = 30.0% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded + LevelChance = 50.0% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level + MoneyChance = 20.0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance MinMoney = 40 ; If we get money, this is how much we get. Make them different to get a random range. MaxMoney = 99 End diff --git a/GeneralsZH/Maps/MD_USA01/map.ini b/GeneralsZH/Maps/MD_USA01/map.ini index 637a01e..525dcc1 100644 --- a/GeneralsZH/Maps/MD_USA01/map.ini +++ b/GeneralsZH/Maps/MD_USA01/map.ini @@ -60,8 +60,8 @@ ObjectCreationList SUPERWEAPON_Paradrop1 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES diff --git a/GeneralsZH/Maps/MD_USA01_CINE/map.ini b/GeneralsZH/Maps/MD_USA01_CINE/map.ini index c477c6a..2e80418 100644 --- a/GeneralsZH/Maps/MD_USA01_CINE/map.ini +++ b/GeneralsZH/Maps/MD_USA01_CINE/map.ini @@ -16,8 +16,8 @@ ObjectCreationList SUPERWEAPON_Paradrop1 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL - OpacityMin = 25% - OpacityMax = 50% + OpacityMin = 25.0% + OpacityMax = 50.0% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = YES diff --git a/GeneralsZH/Maps/MD_USA02/map.ini b/GeneralsZH/Maps/MD_USA02/map.ini index 2a3ccd3..8975dfb 100644 --- a/GeneralsZH/Maps/MD_USA02/map.ini +++ b/GeneralsZH/Maps/MD_USA02/map.ini @@ -140,8 +140,8 @@ ObjectCreationList SuperweaponCrateDrop DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL - OpacityMin = 50% - OpacityMax = 100% + OpacityMin = 50.0% + OpacityMax = 100.0% OpacityThrobTime = 500 Color = R:255 G:0 B:255 A:255 OnlyVisibleToOwningPlayer = YES diff --git a/GeneralsZH/Maps/MD_USA03/map.ini b/GeneralsZH/Maps/MD_USA03/map.ini index 2780ffb..a0bc3e4 100644 --- a/GeneralsZH/Maps/MD_USA03/map.ini +++ b/GeneralsZH/Maps/MD_USA03/map.ini @@ -233,7 +233,7 @@ End DialogEvent CameraRadioChatter Filename = cradio01.wav - Volume = 110% + Volume = 110.0% Type = UI End diff --git a/GeneralsZH/Maps/MD_USA03_CINE/map.ini b/GeneralsZH/Maps/MD_USA03_CINE/map.ini index 970e95b..b60b76c 100644 --- a/GeneralsZH/Maps/MD_USA03_CINE/map.ini +++ b/GeneralsZH/Maps/MD_USA03_CINE/map.ini @@ -32,6 +32,6 @@ End DialogEvent CameraRadioChatter Filename = cradio01.wav - Volume = 110% + Volume = 110.0% Type = UI End From 3467f3809a514e594cce48238f4dbb861e318ff0 Mon Sep 17 00:00:00 2001 From: Stubbjax Date: Tue, 28 Apr 2026 12:04:32 +1000 Subject: [PATCH 4/5] style: Apply consistent format to integer values --- GeneralsZH/Data/INI/Weapon.ini | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GeneralsZH/Data/INI/Weapon.ini b/GeneralsZH/Data/INI/Weapon.ini index d15a044..a165a6d 100644 --- a/GeneralsZH/Data/INI/Weapon.ini +++ b/GeneralsZH/Data/INI/Weapon.ini @@ -5874,7 +5874,7 @@ Weapon BattleShipGunReal FireSound = BattleshipWeapon ProjectileDetonationFX = FX_StrategyCenterBarrage RadiusDamageAffects = ALLIES ENEMIES NEUTRALS - DelayBetweenShots = 250.0 ; time between shots, msec + DelayBetweenShots = 250 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 25000 From af7b8954eda69651882dffb6821b1dffe371d7eb Mon Sep 17 00:00:00 2001 From: Stubbjax Date: Wed, 29 Apr 2026 20:26:34 +1000 Subject: [PATCH 5/5] style: Apply consistent format to an additional deprecated field in Generals --- Generals/Data/INI/Object/FactionUnit.ini | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/Generals/Data/INI/Object/FactionUnit.ini b/Generals/Data/INI/Object/FactionUnit.ini index 3c1e218..6d00a95 100644 --- a/Generals/Data/INI/Object/FactionUnit.ini +++ b/Generals/Data/INI/Object/FactionUnit.ini @@ -1777,7 +1777,7 @@ Object AmericaJetRaptor Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -3772,7 +3772,7 @@ Object AmericaJetAurora Behavior = JetAIUpdate ModuleTag_07 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us attackers aim when we are in attack mode @@ -3993,7 +3993,7 @@ Object AmericaJetStealthFighter Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -4794,7 +4794,7 @@ Object ChinaJetMIG Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -5233,7 +5233,7 @@ Object ChinaJetMIG_CinematicVersion Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -30194,7 +30194,7 @@ Object CINE_AmericaJetRaptor Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ParkingOffset = 3.0 ; scooch it a little forward so the tail doesn't hit the doors @@ -32496,7 +32496,7 @@ Object CINE_ChinaJetMIG Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -36161,7 +36161,7 @@ Object CINE_AmericaJetStealthFighter Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo @@ -36398,7 +36398,7 @@ Object CINE_AmericaJetStealthFighterUSA08 Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10.0% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute - TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off + TakeoffSpeedForMaxLift = 100.0% ; smaller numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5.0 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo